Warmachine Academy warmachineacademywiki https://warmachineacademy.miraheze.org/wiki/Main_Page MediaWiki 1.42.1 first-letter Media Special Talk User User talk Warmachine Academy Warmachine Academy talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Module Module talk Main Page 0 1 1 2024-06-23T11:59:52Z MediaWiki default 1 Welcome to Miraheze! wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == This Main Page was created automatically and it seems it hasn't been replaced yet. === For the bureaucrat(s) of this wiki === Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting. You can immediately start working on your wiki or whenever you want. Need help? No problem! We will help you with your wiki as needed. 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These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated agai..." wikitext text/x-wiki == Shock Trooper Gunners == === Khador Winter Korps Unit === ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' Contents block == Model Rules == == Summary == Khador’s glass cannon elite ranged unit Great at getting into position and hosing infantry with 2 powerful sprays Both Barrels allows a single pow17 spray to damage harder targets. Sprays ignore a lot of defensive effects, including cover and concealment They come with a few good resistances, blast resistance in particular ups their resilience. == Downsides == Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. Rat 6 can be a problem against some targets, as a primary shooting unit. == Synergy == Savaryn’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. eKaterina’s feat is useful to deliver them, and her Invocations ability can help them to hit Bison’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. The Winter Korps Hunting Dog or Spotters card use Mark Target to help Shock Gunners hit more easily. Tricks Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. As Glass Cannons, they can be good near Medevista or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. 5683012adb11c6b139fbb37c95a5da7bcce3c552 3 2 2024-06-23T22:18:31Z Gedditoffme 2 wikitext text/x-wiki == Shock Trooper Gunners == === Khador Winter Korps Unit === ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' Contents block == Model Rules == == Summary == Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. == Downsides == * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. == Synergy == * Savaryn’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * eKaterina’s feat is useful to deliver them, and her Invocations ability can help them to hit Bison’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The Winter Korps Hunting Dog or Spotters card use Mark Target to help Shock Gunners hit more easily. == Tricks == * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near Medevista or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. 8e97c04ca5d1657b532a04d7964b27ed718a8774 4 3 2024-06-23T22:18:56Z Gedditoffme 2 /* Synergy */ wikitext text/x-wiki == Shock Trooper Gunners == === Khador Winter Korps Unit === ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' Contents block == Model Rules == == Summary == Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. == Downsides == * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. == Synergy == * Savaryn’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * eKaterina’s feat is useful to deliver them, and her Invocations ability can help them to hit * Bison’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The Winter Korps Hunting Dog or Spotters card use Mark Target to help Shock Gunners hit more easily. == Tricks == * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near Medevista or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. d86274ca2f9632bb35de8fceb9871eb59e2dceb3 5 4 2024-06-24T08:40:58Z Gedditoffme 2 /* Summary */ wikitext text/x-wiki == Shock Trooper Gunners == === Khador Winter Korps Unit === ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' Contents block == Model Rules == == Role and strengths == Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. == Downsides == * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. == Synergy == * Savaryn’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * eKaterina’s feat is useful to deliver them, and her Invocations ability can help them to hit * Bison’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The Winter Korps Hunting Dog or Spotters card use Mark Target to help Shock Gunners hit more easily. == Tricks == * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near Medevista or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. dccf9d27ee538e0f0155661ba500a23157c54cac 6 5 2024-06-24T11:14:10Z Gedditoffme 2 wikitext text/x-wiki = Shock Trooper Gunners = === Khador Winter Korps Unit === ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' Contents block == Model Rules == == Role and strengths == Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. == Downsides == * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. == Synergy == * Savaryn’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * eKaterina’s feat is useful to deliver them, and her Invocations ability can help them to hit * Bison’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The Winter Korps Hunting Dog or Spotters card use Mark Target to help Shock Gunners hit more easily. == Tricks == * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near Medevista or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. b007298d753b393515987cf61988bf20f75113bb 7 6 2024-06-24T11:15:14Z Gedditoffme 2 wikitext text/x-wiki = Shock Trooper Gunners = === Khador Winter Korps Unit === ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' Contents block = Model Rules = = Role and strengths = Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. = Downsides = * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. = Synergy = * Savaryn’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * eKaterina’s feat is useful to deliver them, and her Invocations ability can help them to hit * Bison’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The Winter Korps Hunting Dog or Spotters card use Mark Target to help Shock Gunners hit more easily. = Tricks = * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near Medevista or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. 232ddcd885b8bd626b6716b420b5ff6dd04c717e 8 7 2024-06-24T11:22:37Z Gedditoffme 2 wikitext text/x-wiki = Shock Trooper Gunners = === Khador Winter Korps Unit === ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' = Model Rules = = Role and strengths = Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. = Downsides = * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. = Synergy = * [[Savaryn]]’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * [[eKaterina]]’s feat is useful to deliver them, and her Invocations ability can help them to hit * [[Bison]]’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The [[Winter Korps Hunting Dog]] or [[Spotters]] card use Mark Target to help Shock Gunners hit more easily. = Tricks = * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near [[Medevista]] or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. 6d898de40269c759ad483b378f223dc07652d469 10 8 2024-06-24T11:48:03Z Gedditoffme 2 wikitext text/x-wiki = Shock Trooper Gunners = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Shock Trooper Gunners.webp|thumb|right]] ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' = Model Rules = = Role and strengths = Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. = Downsides = * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. = Synergy = * [[Savaryn]]’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * [[eKaterina]]’s feat is useful to deliver them, and her Invocations ability can help them to hit * [[Bison]]’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The [[Winter Korps Hunting Dog]] or [[Spotters]] card use Mark Target to help Shock Gunners hit more easily. = Tricks = * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near [[Medevista]] or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. b2783cf64e435337e04d4c2b37cd1cc7f0c7fa26 11 10 2024-06-25T09:29:19Z Gedditoffme 2 wikitext text/x-wiki = Shock Trooper Gunners = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Shock Trooper Gunners.webp|thumb|right]] ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' = Model Rules = = Role and strengths = Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. = Downsides = * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. = Synergy = * [[Savaryn]]’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * [[eKaterina]]’s feat is useful to deliver them, and her Invocations ability can help them to hit * [[Bison]]’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The [[Winter Korps Hunting Dog]] or [[Spotters]] card use Mark Target to help Shock Gunners hit more easily. = Tricks = * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near [[Medveditsa]] or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. 3c29a82d1d08447caa13ba3da561e375fbc1741d 12 11 2024-06-25T10:52:00Z Gedditoffme 2 wikitext text/x-wiki = Shock Trooper Gunners = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Shock Trooper Gunners.webp|thumb|right]] ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' == Model Rules == == Role and strengths == Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. == Downsides == * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. == Synergy == * [[Savaryn]]’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * [[eKaterina]]’s feat is useful to deliver them, and her Invocations ability can help them to hit * [[Bison]]’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The [[Winter Korps Hunting Dog]] or [[Spotters]] card use Mark Target to help Shock Gunners hit more easily. == Tricks == * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near [[Medveditsa]] or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. 9c97dc586ac8734939868580e02ccfc7eabe87ae 16 12 2024-06-25T11:33:46Z Gedditoffme 2 wikitext text/x-wiki = Shock Trooper Gunners = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Shock Trooper Gunners.webp|thumb|right]] ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' == Model Rules == == Role and strengths == Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. == Downsides == * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. == Synergy == * [[Savaryn]]’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * [[eKaterina]]’s feat is useful to deliver them, and her Invocations ability can help them to hit * [[Bison]]’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The [[Winter Korps Hunting Dog]] or [[Spotters]] card use Mark Target to help Shock Gunners hit more easily. == Tricks == * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near [[Medveditsa]] or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. {{Winter Korps Index}} 7f3392e38fc1608c0b888b2fdc5821a601f17123 17 16 2024-06-25T11:34:33Z Gedditoffme 2 wikitext text/x-wiki = Shock Trooper Gunners = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Shock Trooper Gunners.webp|thumb|right]] ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' == Model Rules == == Role and strengths == Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. == Downsides == * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. == Synergy == * [[Savaryn]]’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * [[eKaterina]]’s feat is useful to deliver them, and her Invocations ability can help them to hit * [[Bison]]’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The [[Winter Korps Hunting Dog]] or [[Spotters]] card use Mark Target to help Shock Gunners hit more easily. == Tricks == * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near [[Medveditsa]] or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. {{Winter Korps Footer}} 00a829fc4479fd5bd8db8a1fc6d17a4f7b7aae7c 20 17 2024-06-25T21:45:35Z Gedditoffme 2 /* Model Rules */ wikitext text/x-wiki = Shock Trooper Gunners = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Shock Trooper Gunners.webp|thumb|right]] ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' == Model Rules == ''Please see the Warmachine app for model rules'' == Role and strengths == Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. == Downsides == * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. == Synergy == * [[Savaryn]]’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * [[eKaterina]]’s feat is useful to deliver them, and her Invocations ability can help them to hit * [[Bison]]’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The [[Winter Korps Hunting Dog]] or [[Spotters]] card use Mark Target to help Shock Gunners hit more easily. == Tricks == * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near [[Medveditsa]] or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. {{Winter Korps Footer}} 3e1d719f9cc588d94e767c0e9694affa4b50ed2a 50 20 2024-07-01T11:48:41Z Gedditoffme 2 wikitext text/x-wiki = Shock Trooper Gunners = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Shock Trooper Gunners.webp|thumb|right]] ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM |- | ''' Shock Trooper Gunners''' || 5 || - || - || 6 || 12 || 15 |} ===Abilities:=== *'''Reposition[2"]''' *'''Resistance: Fire''' *'''Resistance: Cold''' *'''Resistance: Blast''' ===Weapons=== {{Ranged Weapon|Heavy Scattergun|6|Sp8|2|-|13|*'''Both Battels (*Attack):''' This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activiation in which it makes a Both Barrels attack.}} == Role and strengths == Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. == Downsides == * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. == Synergy == * [[Savaryn]]’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * [[Baranova]]’s feat is useful to deliver them, and her Invocations ability can help them to hit * [[Bison]]’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The [[Winter Korps Hunting Dog]] or [[Spotters]] card use Mark Target to help Shock Gunners hit more easily. == Tricks == * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near [[Medveditsa]] or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. {{Winter Korps Footer}} 987ee424d4c0596b4ee59a9af4db7c6746372e98 File:Shock Trooper Gunners.webp 6 3 9 2024-06-24T11:38:00Z Gedditoffme 2 wikitext text/x-wiki Shock Trooper Gunner Pic 9b05890fa01a2a0be36b917698090d774745c5d8 Wiki Scope 0 4 13 2024-06-25T11:11:55Z Gedditoffme 2 Created page with "A website is best if it knows what it is, and what it isn't. Warcaster Academy will be a useful reference for Warmachine strategy in the Mk4 era. As of writing there is one model entry, at first the goal is for every Mk4 model to have a page. From there, it will expand as follows. == Currently in Scope == War Machine in order of priority # Mk4 Armies # Legacy Armies # Useful resources related to the game and community, including rules references and links to strategy p..." wikitext text/x-wiki A website is best if it knows what it is, and what it isn't. Warcaster Academy will be a useful reference for Warmachine strategy in the Mk4 era. As of writing there is one model entry, at first the goal is for every Mk4 model to have a page. From there, it will expand as follows. == Currently in Scope == War Machine in order of priority # Mk4 Armies # Legacy Armies # Useful resources related to the game and community, including rules references and links to strategy podcasts or blogs As armies are developed in this order, each army will have a summary page with a link to each model that works for the army. == Currently out of scope == These are not intended to be worked at launch, but will be adopted over time # Warcaster Neo Mechanika factions # Warmachine Unlimited models == Expect to stay out of scope == * Things that don't fit the encyclopedia format, such as personal painting / modelling, memes and the like * Content unrelated to Warmachine and Warcaster Neo Mechanika a1ebfeabbe5115be572fc13697680859dedc2304 Template:Winter Korps Footer 10 5 14 2024-06-25T11:29:31Z Gedditoffme 2 Created page with "== Winter Korps Index == {| class="wikitable" |- ! Type !! Model |- | '''Warcasters''' || [[Kapitan Ekaterina Baranova]] - [[Kapitan Ilari Borisyuk]] - [[Kapitan Yana Kovoskiy]] - [[Kommander Tatiana Sikora]] - [[Kommander Valerii Savaryn]] |- | '''Warjacks''' || [[Dire Wolf]] - [[Great Bear]] - [[Mastodon]] - [[Medveditsa]] |- | '''Solos''' || [[AC-2 Bison]] - [[Battle Mechanik]] - [[Kontroller]] - [[Magziev Zariyah Volkova]] - [[Mortar Team]] - [[Sergeant Sergei Krol]]..." wikitext text/x-wiki == Winter Korps Index == {| class="wikitable" |- ! Type !! Model |- | '''Warcasters''' || [[Kapitan Ekaterina Baranova]] - [[Kapitan Ilari Borisyuk]] - [[Kapitan Yana Kovoskiy]] - [[Kommander Tatiana Sikora]] - [[Kommander Valerii Savaryn]] |- | '''Warjacks''' || [[Dire Wolf]] - [[Great Bear]] - [[Mastodon]] - [[Medveditsa]] |- | '''Solos''' || [[AC-2 Bison]] - [[Battle Mechanik]] - [[Kontroller]] - [[Magziev Zariyah Volkova]] - [[Mortar Team]] - [[Sergeant Sergei Krol]] - [[Winter Korps Officer]] |- | '''Units''' || [[Arkanists]] - [[Man-o-War Suppressors]] - [[Man-O-War Wrecking Crew]] - [[Shock Trooper Gunners]] - [[Shock Trooper Pikemen]] - [[Winter Korps Infantry]] - [[Winter Korps Snipers]] |- | '''Mercenaries''' || [[Alexia, Queen of the Damned]] - [[Carver Ultimus]] - [[Koldun Lord Damien Korovnik]] - [[Krueger, Wrath of Blighterghast]] - [[Magnus the Unstoppable]] - [[Prisoner 102822]] - [[Sky Bomber]] - [[Sky Raider]] |} fd997f9f83ed17324a044518d0ba319d2a579310 15 14 2024-06-25T11:32:49Z Gedditoffme 2 wikitext text/x-wiki == Winter Korps Index == {| class="wikitable mw-collapsible" style="float:Center" |- ! Type !! Model |- | '''Warcasters''' || [[Kapitan Ekaterina Baranova]] - [[Kapitan Ilari Borisyuk]] - [[Kapitan Yana Kovoskiy]] - [[Kommander Tatiana Sikora]] - [[Kommander Valerii Savaryn]] |- | '''Warjacks''' || [[Dire Wolf]] - [[Great Bear]] - [[Mastodon]] - [[Medveditsa]] |- | '''Solos''' || [[AC-2 Bison]] - [[Battle Mechanik]] - [[Kontroller]] - [[Magziev Zariyah Volkova]] - [[Mortar Team]] - [[Sergeant Sergei Krol]] - [[Winter Korps Officer]] |- | '''Units''' || [[Arkanists]] - [[Man-o-War Suppressors]] - [[Man-O-War Wrecking Crew]] - [[Shock Trooper Gunners]] - [[Shock Trooper Pikemen]] - [[Winter Korps Infantry]] - [[Winter Korps Snipers]] |- | '''Mercenaries''' || [[Alexia, Queen of the Damned]] - [[Carver Ultimus]] - [[Koldun Lord Damien Korovnik]] - [[Krueger, Wrath of Blighterghast]] - [[Magnus the Unstoppable]] - [[Prisoner 102822]] - [[Sky Bomber]] - [[Sky Raider]] |} 28d3716e9949189caabc274d1f2ad42c3a17039b 18 15 2024-06-25T11:37:45Z Gedditoffme 2 /* Winter Korps Index */ wikitext text/x-wiki <span style="font-size: 1.2em"> '''[[Winter Korps]] Index''' </span> {| class="wikitable mw-collapsible" style="float:Center" |- ! Type !! Model |- | '''Warcasters''' || [[Kapitan Ekaterina Baranova]] - [[Kapitan Ilari Borisyuk]] - [[Kapitan Yana Kovoskiy]] - [[Kommander Tatiana Sikora]] - [[Kommander Valerii Savaryn]] |- | '''Warjacks''' || [[Dire Wolf]] - [[Great Bear]] - [[Mastodon]] - [[Medveditsa]] |- | '''Solos''' || [[AC-2 Bison]] - [[Battle Mechanik]] - [[Kontroller]] - [[Magziev Zariyah Volkova]] - [[Mortar Team]] - [[Sergeant Sergei Krol]] - [[Winter Korps Officer]] |- | '''Units''' || [[Arkanists]] - [[Man-o-War Suppressors]] - [[Man-O-War Wrecking Crew]] - [[Shock Trooper Gunners]] - [[Shock Trooper Pikemen]] - [[Winter Korps Infantry]] - [[Winter Korps Snipers]] |- | '''Mercenaries''' || [[Alexia, Queen of the Damned]] - [[Carver Ultimus]] - [[Koldun Lord Damien Korovnik]] - [[Krueger, Wrath of Blighterghast]] - [[Magnus the Unstoppable]] - [[Prisoner 102822]] - [[Sky Bomber]] - [[Sky Raider]] |} ebbe23e1477fb2202883d54527d895e7bc19b6fd 19 18 2024-06-25T11:43:32Z Gedditoffme 2 wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Winter Korps]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Kapitan Ekaterina Baranova]] - [[Kapitan Ilari Borisyuk]] - [[Kapitan Yana Kovoskiy]] - [[Kommander Tatiana Sikora]] - [[Kommander Valerii Savaryn]] |- | '''Warjacks''' || [[Dire Wolf]] - [[Great Bear]] - [[Mastodon]] - [[Medveditsa]] |- | '''Solos''' || [[AC-2 Bison]] - [[Battle Mechanik]] - [[Kontroller]] - [[Magziev Zariyah Volkova]] - [[Mortar Team]] - [[Sergeant Sergei Krol]] - [[Winter Korps Officer]] |- | '''Units''' || [[Arkanists]] - [[Man-o-War Suppressors]] - [[Man-O-War Wrecking Crew]] - [[Shock Trooper Gunners]] - [[Shock Trooper Pikemen]] - [[Winter Korps Infantry]] - [[Winter Korps Snipers]] |- | '''Mercenaries''' || [[Alexia, Queen of the Damned]] - [[Carver Ultimus]] - [[Koldun Lord Damien Korovnik]] - [[Krueger, Wrath of Blighterghast]] - [[Magnus the Unstoppable]] - [[Prisoner 102822]] - [[Sky Bomber]] - [[Sky Raider]] |} 02c2fb0559c3db1b40144c171ba048a54769463c Editors Style Guide 0 6 21 2024-06-27T09:37:39Z Gedditoffme 2 Created page with "Wikis grow organically based on the enthusiasm of editors, however a consistent style and quality helps ensure a useful resource for readers. == Rules for editors == === 1 Please edit! === We want as many voices as possible. * If a page is missing from your faction, start it. * If a synergy, or awesome play is missing from your favourite model, edit the article to add it * If it's your first time and you make a mistake, someone can clean it up. This resource will only..." wikitext text/x-wiki Wikis grow organically based on the enthusiasm of editors, however a consistent style and quality helps ensure a useful resource for readers. == Rules for editors == === 1 Please edit! === We want as many voices as possible. * If a page is missing from your faction, start it. * If a synergy, or awesome play is missing from your favourite model, edit the article to add it * If it's your first time and you make a mistake, someone can clean it up. This resource will only be as good as the community can make it - and we'd love your input === 2 Err towards positivity and good reasoning === Write with a presumption that a model was designed with a purpose, and find the reason to use it * Aim to focus on the good points rather than what is missing: eg a ranged model does not NEED eyeless sight and it shouldn't be a disadvantage unless it gets in the way of its role (eg a model with flare that can't see stealth needs some support). * If the model is overshadowed by a model with a similar role, feel free to call it out and why. However don't dwell too long on this. * A cheap model will be missing some elements, it should be evaluated based on its value. 1dbf671eaefd8e7817cf5234efa250ae098a2f6b 22 21 2024-06-27T09:45:05Z Gedditoffme 2 wikitext text/x-wiki Wikis grow organically based on the enthusiasm of editors, however a consistent style and quality helps ensure a useful resource for readers. == Rules for editors == === 1 Please edit! === We want as many voices as possible. * If a page is missing from your faction, start it. * If a synergy, or awesome play is missing from your favourite model, edit the article to add it * If it's your first time and you make a mistake, someone can clean it up. This resource will only be as good as the community can make it - and we'd love your input === 2 Be Positive === Write with a presumption that a model was designed with a purpose, and find the reason to use it. "PP Plz Buff" is not the goal of this wiki. * Focus on the good points rather than what is missing: eg a ranged model does not NEED eyeless sight and it shouldn't be a disadvantage unless it gets in the way of its role (eg a model with flare that can't see stealth needs some support). * If the model is overshadowed by a model with a similar role, feel free to call it out and why. However don't dwell too long on this. * A cheap model will be missing some elements, consider its value. === 3 Explain Why === Use good but brief reasoning to say why. * Instead of "Synergy between 2c2fd29234b17ae1e919e0b64cfac34d8f1c8c76 23 22 2024-06-27T09:59:18Z Gedditoffme 2 wikitext text/x-wiki Wikis grow organically based on the enthusiasm of editors, however a consistent style and quality helps ensure a useful resource for readers. == Rules for editors == === 1 Please edit! === We want as many voices as possible. * If a page is missing from your faction, start it. * If a synergy, or awesome play is missing from your favourite model, edit the article to add it * If it's your first time and you make a mistake, someone can clean it up. This resource will only be as good as the community can make it - and we'd love your input === 2 Be Positive === Write with a presumption that a model was designed with a purpose, and find the reason to use it. "PP Plz Buff" is not the goal of this wiki. * Focus on the good points rather than what is missing: eg a ranged model does not NEED eyeless sight and it shouldn't be a disadvantage unless it gets in the way of its role (eg a model with flare that can't see stealth needs some support). * If the model is overshadowed by a model with a similar role, feel free to call it out and why. However don't dwell too long on this. * A cheap model will be missing some elements, consider its value. === 3 Explain Why === Use good but brief reasoning to say why. * Instead of "Synergy between Krol and Wreckers", say "Krol's leadership ability gives Man o War tough while within 10" 8a9d972c8d7128bc47012549e9f1ca3481064670 31 23 2024-06-29T07:29:02Z Gedditoffme 2 wikitext text/x-wiki Wikis grow organically based on the enthusiasm of editors, however a consistent style and quality helps ensure a useful resource for readers. == Rules for editors == === 1 Please edit! === We want as many voices as possible. * If a page is missing from your faction, start it. * If a synergy, or awesome play is missing from your favourite model, edit the article to add it * If it's your first time and you make a mistake, someone can clean it up. This resource will only be as good as the community can make it - and we'd love your input === 2 Be Positive === Presumption that a model was designed with a purpose, and find the reason to use it. "PP Plz Buff" is not the goal of this wiki. * Focus on the good points rather than what is missing. * If the model is overshadowed by a model with a similar role, feel free to call it out and why. But don't dwell too long on this, and highlight the positive point of difference. * A cheap model will be missing some things: consider its value. === 3 Explain Why === Use good but brief reasoning to say why. * Instead of "Synergy with Krol", say "Krol's leadership ability gives Wrecking Crew tough while within 10" === 4 Be respectful === * We're here because we enjoy Warmachine! Be nice * Seek to understand or expand if you don't agree with an edit. Be curious about the difference, and don't revert changes without exploring more. = Wiki Structure = The goal is for each of the following to exist * A landing page for each army, including an index of available models and general playstyle * A page for each model * A template page for each spell 4275b6cec001ef106b89e1baf8669db8a8778eeb File:Ekaterina Web-400x400.png 6 7 24 2024-06-28T17:21:30Z Kovnik Legolam 6 wikitext text/x-wiki Kapitan Ekaterina Baranova 63f1c56f99152c211db782d59da50760e7c0b5a7 Kapitan Ekaterina Baranova 0 8 25 2024-06-28T17:23:18Z Kovnik Legolam 6 Created page with "'''Kapitan Ekaterina Baranova''' ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was abl..." wikitext text/x-wiki '''Kapitan Ekaterina Baranova''' ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] '''Statistics:''' SPD 6; AAT 7, MAT 6, RAT 6, DEF 15, ARM 15, FOC 7, CTRL 14 '''Abilities:''' Field Marshal [Channeler] : Warjacks in her battlegroup gain Arc Node Long Shadows: When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. Dual Attack '''Weapons''' Blade Pistol: RNG 8, ROF 1, POW 10, Pistol Doomsayer : RNG 1, POW 12, Magical, Dispel Blade: RNG 1, POW 10, Magical '''Feat: Storm of Ages''' Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. 3 Rack Slots Banishing Ward: RNG 6, Cost 2, Upkeep Enemy upkeep spells and animi on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi. Gallows: Cost 3, RNG 10, POW 13, Off When an enemy model is hit by this attack, it can be pushed d6 directly toward Gallows point of origin. (Note: this is Ekatarina if cast by her, or the arc node if channeled). Invocation of Wrath: Cost 3, RNG Self, AOE Ctrl, While in the spellcaster's control range, friendly Faction models gain an additional die on attack rolls. Discard the lowest die in each roll. Invocation of Wrath lasts one turn. '''Roles and Strengths:''' Winter Korps Wizard caster -Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. -Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. -Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. '''Downsides:''' -15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. -Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. -Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. '''Tricks:''' -Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. -Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. -Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. -Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. -Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. 8a4134da29ffa83b2680b27280164e70aab2a2f8 26 25 2024-06-28T17:25:37Z Kovnik Legolam 6 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == SPD 6; AAT 7, MAT 6, RAT 6, DEF 15, ARM 15, FOC 7, CTRL 14 '''Abilities:''' Field Marshal [Channeler] : Warjacks in her battlegroup gain Arc Node Long Shadows: When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. Dual Attack '''Weapons''' Blade Pistol: RNG 8, ROF 1, POW 10, Pistol Doomsayer : RNG 1, POW 12, Magical, Dispel Blade: RNG 1, POW 10, Magical '''Feat: Storm of Ages''' Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. 3 Rack Slots Banishing Ward: RNG 6, Cost 2, Upkeep Enemy upkeep spells and animi on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi. Gallows: Cost 3, RNG 10, POW 13, Off When an enemy model is hit by this attack, it can be pushed d6 directly toward Gallows point of origin. (Note: this is Ekatarina if cast by her, or the arc node if channeled). Invocation of Wrath: Cost 3, RNG Self, AOE Ctrl, While in the spellcaster's control range, friendly Faction models gain an additional die on attack rolls. Discard the lowest die in each roll. Invocation of Wrath lasts one turn. == Roles and Strengths: == Winter Korps Wizard caster -Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. -Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. -Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == -15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. -Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. -Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == -Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. -Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. -Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. -Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. -Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} 022f77b6b8cda11a156192493868765a6a407367 27 26 2024-06-28T17:27:02Z Kovnik Legolam 6 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == SPD 6; AAT 7, MAT 6, RAT 6, DEF 15, ARM 15, FOC 7, CTRL 14 '''Abilities:''' Field Marshal [Channeler] : Warjacks in her battlegroup gain Arc Node Long Shadows: When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. Dual Attack '''Weapons''' Blade Pistol: RNG 8, ROF 1, POW 10, Pistol Doomsayer : RNG 1, POW 12, Magical, Dispel Blade: RNG 1, POW 10, Magical '''Feat: Storm of Ages''' Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. 3 Rack Slots Banishing Ward: RNG 6, Cost 2, Upkeep Enemy upkeep spells and animi on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi. Gallows: Cost 3, RNG 10, POW 13, Off When an enemy model is hit by this attack, it can be pushed d6 directly toward Gallows point of origin. (Note: this is Ekatarina if cast by her, or the arc node if channeled). Invocation of Wrath: Cost 3, RNG Self, AOE Ctrl, While in the spellcaster's control range, friendly Faction models gain an additional die on attack rolls. Discard the lowest die in each roll. Invocation of Wrath lasts one turn. == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} d42ed978a15215fed6d102b39625c5db48364eec 28 27 2024-06-28T17:27:50Z Kovnik Legolam 6 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == SPD 6; AAT 7, MAT 6, RAT 6, DEF 15, ARM 15, FOC 7, CTRL 14 '''Abilities:''' Field Marshal [Channeler] : Warjacks in her battlegroup gain Arc Node Long Shadows: When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. Dual Attack '''Weapons''' Blade Pistol: RNG 8, ROF 1, POW 10, Pistol Doomsayer : RNG 1, POW 12, Magical, Dispel Blade: RNG 1, POW 10, Magical '''Feat: Storm of Ages''' Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. *3 Rack Slots *Banishing Ward: RNG 6, Cost 2, Upkeep Enemy upkeep spells and animi on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi. *Gallows: Cost 3, RNG 10, POW 13, Off When an enemy model is hit by this attack, it can be pushed d6 directly toward Gallows point of origin. (Note: this is Ekatarina if cast by her, or the arc node if channeled). *Invocation of Wrath: Cost 3, RNG Self, AOE Ctrl, While in the spellcaster's control range, friendly Faction models gain an additional die on attack rolls. Discard the lowest die in each roll. Invocation of Wrath lasts one turn. == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} c16f8bea56c798cb811a62cac6b453a7f7d41fc0 29 28 2024-06-28T17:28:16Z Kovnik Legolam 6 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == SPD 6; AAT 7, MAT 6, RAT 6, DEF 15, ARM 15, FOC 7, CTRL 14 '''Abilities:''' Field Marshal [Channeler] : Warjacks in her battlegroup gain Arc Node Long Shadows: When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. Dual Attack '''Weapons''' Blade Pistol: RNG 8, ROF 1, POW 10, Pistol Doomsayer : RNG 1, POW 12, Magical, Dispel Blade: RNG 1, POW 10, Magical '''Feat: Storm of Ages''' Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. 3 Rack Slots *Banishing Ward: RNG 6, Cost 2, Upkeep Enemy upkeep spells and animi on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi. *Gallows: Cost 3, RNG 10, POW 13, Off When an enemy model is hit by this attack, it can be pushed d6 directly toward Gallows point of origin. (Note: this is Ekatarina if cast by her, or the arc node if channeled). *Invocation of Wrath: Cost 3, RNG Self, AOE Ctrl, While in the spellcaster's control range, friendly Faction models gain an additional die on attack rolls. Discard the lowest die in each roll. Invocation of Wrath lasts one turn. == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} b83e215f233fa4be5901fe8572329778f93ad6d6 32 29 2024-06-30T08:40:50Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == SPD 6; AAT 7, MAT 6, RAT 6, DEF 15, ARM 15, FOC 7, CTRL 14 '''Abilities:''' Field Marshal [Channeler] : Warjacks in her battlegroup gain Arc Node Long Shadows: When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. Dual Attack '''Weapons''' Blade Pistol: RNG 8, ROF 1, POW 10, Pistol Doomsayer : RNG 1, POW 12, Magical, Dispel Blade: RNG 1, POW 10, Magical '''Feat: Storm of Ages''' Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. 3 Rack Slots *Banishing Ward: RNG 6, Cost 2, Upkeep Enemy upkeep spells and animi on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi. *Gallows: Cost 3, RNG 10, POW 13, Off When an enemy model is hit by this attack, it can be pushed d6 directly toward Gallows point of origin. (Note: this is Ekatarina if cast by her, or the arc node if channeled). *Invocation of Wrath: Cost 3, RNG Self, AOE Ctrl, While in the spellcaster's control range, friendly Faction models gain an additional die on attack rolls. Discard the lowest die in each roll. Invocation of Wrath lasts one turn. {{Gallows}} == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} c2617fac63ffaf6cc809ec8d3da9e1ab32a5c0f7 38 32 2024-06-30T09:47:33Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == SPD 6; AAT 7, MAT 6, RAT 6, DEF 15, ARM 15, FOC 7, CTRL 14 '''Abilities:''' Field Marshal [Channeler] : Warjacks in her battlegroup gain Arc Node Long Shadows: When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. Dual Attack '''Weapons''' Blade Pistol: RNG 8, ROF 1, POW 10, Pistol Doomsayer : RNG 1, POW 12, Magical, Dispel Blade: RNG 1, POW 10, Magical '''Feat: Storm of Ages''' Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. 3 Rack Slots {{Banishing Ward}} {{Gallows}} {{Invocations of wrath}} == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} 41731d5f5be820dfc617942e77f85eb7547f2901 39 38 2024-07-01T11:10:40Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Baranova ''' || 6 || 7|| 6 || 6 || 15 || 15 || 7 || 14 |} ===Abilities:=== Field Marshal [Channeler] : Warjacks in her battlegroup gain Arc Node Long Shadows: When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. Dual Attack ===Weapons=== Blade Pistol: RNG 8, ROF 1, POW 10, Pistol Doomsayer : RNG 1, POW 12, Magical, Dispel Blade: RNG 1, POW 10, Magical === Feat: Storm of Ages === Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. 3 Rack Slots {{Banishing Ward}} {{Gallows}} {{Invocations of wrath}} == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} 2367de7b33e1672f98e201e7e66e1fc5d699d501 47 39 2024-07-01T11:40:05Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Baranova ''' || 6 || 7|| 6 || 6 || 15 || 15 || 7 || 14 |} ===Abilities:=== '''Field Marshal [Channeler]''' : Warjacks in her battlegroup gain Arc Node '''Long Shadows''': When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. '''Dual Attack''' ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Doomsayer|6|1|12|* '''Magical''' * '''Dispel'''- When this weapon hits a model / unit, upkeep spells and animi on that model / unit immediately expire.}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Storm of Ages === Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. 3 Rack Slots {{Banishing Ward}} {{Gallows}} {{Invocations of wrath}} == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} 48c4f095c686f3c36cb0551ff861a3ba737fa245 File:KaptBorisyuk-270x400.png 6 9 30 2024-06-28T17:30:31Z Kovnik Legolam 6 wikitext text/x-wiki Angry Sniper Man 2417282544881ace69800a112b8f8c99e3bf40af Template:Gallows 10 10 33 2024-06-30T09:14:53Z Gedditoffme 2 Created page with "{| class="wikitable" |+ Caption text |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | Gallows || 2 || 10" || - || 13 || - || Yes |} When an enemy model is hit by this attack, it can be pushed d6 directly toward Gallows point of origin." wikitext text/x-wiki {| class="wikitable" |+ Caption text |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | Gallows || 2 || 10" || - || 13 || - || Yes |} When an enemy model is hit by this attack, it can be pushed d6 directly toward Gallows point of origin. 33f8b0f3d688edc809c3b0bd736e18f909bf565f 34 33 2024-06-30T09:15:22Z Gedditoffme 2 wikitext text/x-wiki {| class="wikitable" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | Gallows || 2 || 10" || - || 13 || - || Yes |} When an enemy model is hit by this attack, it can be pushed d6 directly toward Gallows point of origin. 77cb6a168363f8959e34569d304729a1b9942298 35 34 2024-06-30T09:37:37Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Gallows</big> ''' || 2 || 10" || - || 13 || - || Yes |- |colspan=7 style="text-align: left;"| When an enemy model is hit by this attack, it can be pushed d6 directly toward Gallows point of origin. |} 3921b7b1bd11c885536f308327c138a89e2fddfe Template:Banishing Ward 10 11 36 2024-06-30T09:42:49Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Banishing Ward</big> ''' || 2 || 6" || - || - || Upkeep || No |- |colspan=7 style="text-align: left;"| Enemy upkeep spells and animi on target friendly model/unit expire. Affected models cannot be targeted b..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Banishing Ward</big> ''' || 2 || 6" || - || - || Upkeep || No |- |colspan=7 style="text-align: left;"| Enemy upkeep spells and animi on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi. |} 0dcdf3c30c1ef593c5fccb0f76d76192ec6c0133 Template:Invocations of wrath 10 12 37 2024-06-30T09:46:09Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Invocations of Wrath</big> ''' || 3 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, friendly Faction models gain an additional die on att..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Invocations of Wrath</big> ''' || 3 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, friendly Faction models gain an additional die on attack rolls. Discard the lowest die in each roll. Invocation of Wrath lasts one turn. |} e30a3bf781ac161731d1b08f08dec83dbfaafdfb File:Ranged Icon.png 6 13 40 2024-07-01T11:24:21Z Gedditoffme 2 wikitext text/x-wiki Ranged Weapon 959e0563783ee80e08dd36e4618b4343d708d6eb Template:Ranged Weapon 10 14 41 2024-07-01T11:29:13Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | <big>'''{{{1}}}'''</big> !! style="width:4em;" | RAT !! style="width:4em;" | RNG !! style="width:4em;" | ROF !! style="width:4em;" | AOE !! style="width:4em;" | POW |- | [[File:Ranged Icon.png|40px]] || {{{2}}} || {{{3}}} || {{{4}}} || {{{5}}} || {{{6}}} |- |colspan=7 style="text-align: left;"| {{{{7}}} |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | <big>'''{{{1}}}'''</big> !! style="width:4em;" | RAT !! style="width:4em;" | RNG !! style="width:4em;" | ROF !! style="width:4em;" | AOE !! style="width:4em;" | POW |- | [[File:Ranged Icon.png|40px]] || {{{2}}} || {{{3}}} || {{{4}}} || {{{5}}} || {{{6}}} |- |colspan=7 style="text-align: left;"| {{{{7}}} |} 87274010aebc21311dfbd65091833b3afd3b9457 42 41 2024-07-01T11:32:02Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:12em;" | <big>'''{{{1}}}'''</big> !! style="width:4em;" | RAT !! style="width:4em;" | RNG !! style="width:4em;" | ROF !! style="width:4em;" | AOE !! style="width:4em;" | POW |- | rowspan=2 | [[File:Ranged Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} || {{{5}}} || {{{6}}} |- |colspan=7 style="text-align: left;"| {{{7}}} |} 0dd7e30a21a805f8d30e519bf10d34f580894fb9 46 42 2024-07-01T11:39:18Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:10em;" | <big>'''{{{1}}}'''</big> !! style="width:5em;" | RAT !! style="width:5em;" | RNG !! style="width:5em;" | ROF !! style="width:5em;" | AOE !! style="width:5em;" | POW |- | rowspan=2 | [[File:Ranged Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} || {{{5}}} || {{{6}}} |- |colspan=7 style="text-align: left;"| {{{7}}} |} d74259d71533a1aeab341a48f3b1d030bc841d11 48 46 2024-07-01T11:40:57Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:8em;" | <big>'''{{{1}}}'''</big> !! style="width:5em;" | RAT !! style="width:5em;" | RNG !! style="width:5em;" | ROF !! style="width:5em;" | AOE !! style="width:5em;" | POW |- | rowspan=2 | [[File:Ranged Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} || {{{5}}} || {{{6}}} |- |colspan=7 style="text-align: left;"| {{{7}}} |} ffbf94abfa08374928a8ba217aa3a0b53eeb7e21 File:Melee Icon.png 6 15 43 2024-07-01T11:33:44Z Gedditoffme 2 wikitext text/x-wiki Melee Weapon eaa23b28b811467e5f5f59e32b33f619f048b5ce Template:Melee Weapon 10 16 44 2024-07-01T11:36:12Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:12em;" | <big>'''{{{1}}}'''</big> !! style="width:4em;" | MAT !! style="width:4em;" | RNG !! style="width:4em;" | POW !! style="width:4em;" | !! style="width:4em;" | |- | rowspan=2 | [[File:Melee Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} || || |- |colspan=7 style="text-align: left;"| {{{5}}} |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:12em;" | <big>'''{{{1}}}'''</big> !! style="width:4em;" | MAT !! style="width:4em;" | RNG !! style="width:4em;" | POW !! style="width:4em;" | !! style="width:4em;" | |- | rowspan=2 | [[File:Melee Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} || || |- |colspan=7 style="text-align: left;"| {{{5}}} |} 31b8854df8e9125cccbec241d830c22c5db3eca0 45 44 2024-07-01T11:38:53Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:10em;" | <big>'''{{{1}}}'''</big> !! style="width:5em;" | MAT !! style="width:5em;" | RNG !! style="width:5em;" | POW !! style="width:5em;" | !! style="width:5em;" | |- | rowspan=2 | [[File:Melee Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} || || |- |colspan=7 style="text-align: left;"| {{{5}}} |} 38b4d2ee70eda1527bce14a151f7a493f92a58f8 49 45 2024-07-01T11:41:56Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:8em;" | <big>'''{{{1}}}'''</big> !! style="width:5em;" | MAT !! style="width:5em;" | RNG !! style="width:5em;" | POW !! style="width:5em;" | !! style="width:5em;" | |- | rowspan=2 | [[File:Melee Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} || || |- |colspan=7 style="text-align: left;"| {{{5}}} |} 2ddb0887ed47b5b2151daef595bdd134dc91f7a5 Baranova 0 17 51 2024-07-01T11:49:13Z Gedditoffme 2 Redirected page to [[Kapitan Ekaterina Baranova]] wikitext text/x-wiki #REDIRECT [[Kapitan Ekaterina Baranova]] e1267395b8fdfe934455741c5d0ced931ac5ffd4 Savaryn 0 18 52 2024-07-01T11:49:58Z Gedditoffme 2 Redirected page to [[Kommander Valerii Savaryn]] wikitext text/x-wiki #REDIRECT [[Kommander Valerii Savaryn]] ba4d93fb3c8f4bc8ca5b7de869d0c650765f5724 Shock Trooper Gunners 0 2 53 50 2024-07-01T11:50:38Z Gedditoffme 2 wikitext text/x-wiki = Shock Trooper Gunners = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Shock Trooper Gunners.webp|thumb|right]] ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM |- | ''' Shock Trooper Gunners''' || 5 || - || - || 6 || 12 || 15 |} ===Abilities:=== *'''Reposition[2"]''' *'''Resistance: Fire''' *'''Resistance: Cold''' *'''Resistance: Blast''' ===Weapons=== {{Ranged Weapon|Heavy Scattergun|6|Sp8|2|-|13|*'''Both Battels (*Attack):''' This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activiation in which it makes a Both Barrels attack.}} == Role and strengths == Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. == Downsides == * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. == Synergy == * [[Savaryn]]’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * [[Baranova]]’s feat is useful to deliver them, and her Invocations ability can help them to hit * [[AC-2 Bison]]’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The [[Winter Korps Hunting Dog]] or [[Spotters]] card use Mark Target to help Shock Gunners hit more easily. == Tricks == * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near [[Medveditsa]] or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. {{Winter Korps Footer}} 76436f2a9b11bbaed0e24db217866945f9f1e1ed 90 53 2024-07-04T20:40:38Z Gedditoffme 2 wikitext text/x-wiki = Shock Trooper Gunners = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Shock Trooper Gunners.webp|thumb|right]] ''After completing their mandatory service to the Motherland, the Winter Korps’ hardiest veterans are allowed entrance into the Shock Troopers, should they choose to reenlist. These professional soldiers are well treated with good pay and expanded privileges, but they are also issued the best conventional arms and armor Khador can offer. The heavy Shock Trooper armor is alchemically hardened and treated against heat and cold. Shock Trooper Gunners are issued heavy scatterguns that unleash hailstorms of deadly shot. It is the role of the Shock Trooper Gunners to seek out and destroy enemies in cramped urban areas, a task for which they are ideally suited.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Shock Trooper Gunners''' || 5 || - || - || 6 || 12 || 15 || 5 |} 3 models for 7pts ===Abilities:=== *'''Reposition[2"]''' *'''Resistance: Fire''' *'''Resistance: Cold''' *'''Resistance: Blast''' ===Weapons=== {{Ranged Weapon|Heavy Scattergun|6|Sp8|2|-|13|*'''Both Battels (*Attack):''' This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activiation in which it makes a Both Barrels attack.}} == Role and strengths == Winter Korps’ glass cannon elite ranged unit * Great at getting into position and hosing infantry with 2 powerful sprays * Both Barrels allows a single pow17 spray to damage harder targets. * Sprays ignore a lot of defensive effects, including cover and concealment * They come with a few good resistances, blast resistance in particular ups their resilience. == Downsides == * Despite multiple wounds and above average armour, they are fragile for their price. A boosted damage roll of any sort (charging infantry), or a couple of smaller unboosted attacks will destroy them. Try to keep them protected until able to deliver them. * Rat 6 can be a problem against some targets, as a primary shooting unit. == Synergy == * [[Savaryn]]’s Kill Order improves them significantly: increasing both accuracy and damage. Shield Guard order can also be used to help deliver them. * [[Baranova]]’s feat is useful to deliver them, and her Invocations ability can help them to hit * [[AC-2 Bison]]’s Roadblock ability can be used to give cover. A Bison and Shock Gunner unit can make a self-reliant flanking force, especially against swarms of infantry. * The [[Winter Korps Hunting Dog]] or [[Spotters]] card use Mark Target to help Shock Gunners hit more easily. == Tricks == * Pistol helps them clear engaged targets - just move into melee and you can ignore the opponents melee bonus. * As Glass Cannons, they can be good near [[Medveditsa]] or within Avenging Force. Your opponent can either kill them and trigger the consequences, or ignore them and suffer some big sprays. * Reposition can make them useful skirmishers for contesting objectives: walk, shoot, then reposition one of them 2” into the scoring zone, the others 2” away. {{Winter Korps Footer}} 4b032f2a35b9b0ab0a5934b67acf0b2283882248 Template:Winter Korps Footer 10 5 54 19 2024-07-01T11:53:38Z Gedditoffme 2 wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Winter Korps]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Kapitan Ekaterina Baranova]] - [[Kapitan Ilari Borisyuk]] - [[Kapitan Yana Kovoskiy]] - [[Kommander Tatiana Sikora]] - [[Kommander Valerii Savaryn]] |- | '''Warjacks''' || [[Dire Wolf]] - [[Great Bear]] - [[Mastodon]] - [[Medveditsa]] |- | '''Solos''' || [[AC-2 Bison]] - [[Battle Mechanik]] - [[Kontroller]] - [[Magziev Zariyah Volkova]] - [[Mortar Team]] - [[Sergeant Sergei Krol]] - [[Winter Korps Officer]] |- | '''Units''' || [[Arkanists]] - [[Man-o-War Suppressors]] - [[Man-O-War Wrecking Crew]] - [[Shock Trooper Gunners]] - [[Shock Trooper Pikemen]] - [[Winter Korps Infantry]] - [[Winter Korps Snipers]] |- | '''Mercenaries''' || [[Alexia, Queen of the Damned]] - [[Carver Ultimus]] - [[Koldun Lord Damien Korovnik]] - [[Krueger, Wrath of Blighterghast]] - [[Magnus the Unstoppable]] - [[Prisoner 102822]] - [[Sky Bomber]] - [[Sky Raider]] |- | '''Other''' || [[Winter Korps Rack]] |} 68e514208501cf068d6e9908791d821efb884565 Template:Avenging Force 10 19 55 2024-07-01T11:56:13Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Avenging Force</big> ''' || 2 || Self || Ctrl || - || Up || No |- |colspan=7 style="text-align: left;"| If one of more friendly Faction warrior models were damaged by enemy attacks while in the spellcaster's..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Avenging Force</big> ''' || 2 || Self || Ctrl || - || Up || No |- |colspan=7 style="text-align: left;"| If one of more friendly Faction warrior models were damaged by enemy attacks while in the spellcaster's control range during your opponent's last turn, during your maintenance phase one model in the spellcaster's battlegroup in its control range can advance 3" and make one basic attack. |} 8c99d5ac93031b53a5d5f5df0cc7d962ae722d18 Template:Fog of War 10 20 56 2024-07-01T11:57:05Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Fog of War</big> ''' || 3 || Self || Ctrl || - || Up || No |- |colspan=7 style="text-align: left;"| Models gain concealment while in the spellcaster's control range |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Fog of War</big> ''' || 3 || Self || Ctrl || - || Up || No |- |colspan=7 style="text-align: left;"| Models gain concealment while in the spellcaster's control range |} 75561b450413a60e8839a3a126fba30ca9590a12 Template:Freezing Grip 10 21 57 2024-07-01T11:58:05Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Freezing Grip</big> ''' || 4 || 8 || - || - || Rnd || Yes |- |colspan=7 style="text-align: left;"| Target model/unit without Resistance: Cold becomes stationary for one round |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Freezing Grip</big> ''' || 4 || 8 || - || - || Rnd || Yes |- |colspan=7 style="text-align: left;"| Target model/unit without Resistance: Cold becomes stationary for one round |} 90a0772ec1aeef8f395a5c35347aa933e8fde249 Template:Iron Flesh 10 22 58 2024-07-01T11:59:00Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Iron Flesh</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains +2ARM and Resistance:Blast |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Iron Flesh</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains +2ARM and Resistance:Blast |} 46b5c688ec2e8b5f548def62d9366fe18b1635b0 Template:Puissance 10 23 59 2024-07-01T12:01:01Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Puissance</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly model/unit gains +2 to its melee damage rolls and its melee weapons gain Beat Back (Immediately af..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Puissance</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly model/unit gains +2 to its melee damage rolls and its melee weapons gain Beat Back (Immediately after a basic attack with a weapon with Beat Back is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it".) |} 31b8f4f80e6e5203df2764841f917435d18f4bb0 Template:Razor Wind 10 24 60 2024-07-01T12:02:12Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Razor Wind</big> ''' || 2 || Sp10 || - || 12 || - || Yes |- |colspan=7 style="text-align: left;"| On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column o..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Razor Wind</big> ''' || 2 || Sp10 || - || 12 || - || Yes |- |colspan=7 style="text-align: left;"| On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged |} 0587830ab5bd7a29668560c8dc6567beabfa8e58 Template:Return Fire 10 25 61 2024-07-01T12:03:33Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Return Fire</big> ''' || 1 || 6|| - || - || Rnd|| No |- |colspan=7 style="text-align: left;"| When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affect..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Return Fire</big> ''' || 1 || 6|| - || - || Rnd|| No |- |colspan=7 style="text-align: left;"| When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one basic melee or ranged attack, then Return Fire expires. Return Fire lasts for one round |} 73caaa390e7386d860eb0631811f062fb825e766 Template:Superiority 10 26 62 2024-07-01T12:04:38Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Superiority</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot become knocked down. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Superiority</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot become knocked down. |} ce60e85da82294101bcfe5de4268ea8746dc0ff2 Template:Tempest 10 27 63 2024-07-01T12:05:22Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Tempest</big> ''' || 4 || 8 || 3 || 12/12 || - || Yes |- |colspan=7 style="text-align: left;"| On a direct hit, models hit become knocked down |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Tempest</big> ''' || 4 || 8 || 3 || 12/12 || - || Yes |- |colspan=7 style="text-align: left;"| On a direct hit, models hit become knocked down |} 548074b982ba40ede62e0ec441b05401209b1865 Template:Weald Secrets 10 28 64 2024-07-01T12:06:23Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Weald Secrets</big> ''' || 2 || 6|| - || - || Up || No |- |colspan=7 style="text-align: left;"| Target model/unit gains Pathfinder and Prowl. (While a model with Prowl has concealment, it gains Stealth.) |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Weald Secrets</big> ''' || 2 || 6|| - || - || Up || No |- |colspan=7 style="text-align: left;"| Target model/unit gains Pathfinder and Prowl. (While a model with Prowl has concealment, it gains Stealth.) |} c3727abb5f3792340e40f917e0dffa9dd2f3d877 Template:Winter Korps Rack List 10 29 65 2024-07-01T12:13:08Z Gedditoffme 2 Created page with "<div class="mw-collapsible mw-collapsed"> === '''{{{1}}}''' Winter Korps Rack Spells === <div class="mw-collapsible-content"> {{Avenging Force}} {{Fog of War}} {{Freezing Grip}} {{Iron Flesh}} {{Puissance}} {{Razor Wind}} {{Return Fire}} {{Superiority}} {{Tempest}} {{Weald Secrets}} </div> </div>" wikitext text/x-wiki <div class="mw-collapsible mw-collapsed"> === '''{{{1}}}''' Winter Korps Rack Spells === <div class="mw-collapsible-content"> {{Avenging Force}} {{Fog of War}} {{Freezing Grip}} {{Iron Flesh}} {{Puissance}} {{Razor Wind}} {{Return Fire}} {{Superiority}} {{Tempest}} {{Weald Secrets}} </div> </div> ed22eadad19a363664426ddfb3b501f02d3209e0 67 65 2024-07-01T12:14:47Z Gedditoffme 2 wikitext text/x-wiki <div class="mw-collapsible mw-collapsed"> === '''Choose {{{1}}}''' Winter Korps Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{Avenging Force}} {{Fog of War}} {{Freezing Grip}} {{Iron Flesh}} {{Puissance}} {{Razor Wind}} {{Return Fire}} {{Superiority}} {{Tempest}} {{Weald Secrets}} </div> </div> 84acaa1fa2ebb43a1ca7f2d922623b56495da795 72 67 2024-07-03T10:04:59Z Gedditoffme 2 wikitext text/x-wiki <div class="mw-collapsible mw-collapsed"> === Winter Korps Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{Avenging Force}} {{Fog of War}} {{Freezing Grip}} {{Iron Flesh}} {{Puissance}} {{Razor Wind}} {{Return Fire}} {{Superiority}} {{Tempest}} {{Weald Secrets}} </div> </div> c1f6f2776fb6cf66d7234592b9aa1d84bc4e6ce1 Kapitan Ekaterina Baranova 0 8 66 47 2024-07-01T12:14:07Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Baranova ''' || 6 || 7|| 6 || 6 || 15 || 15 || 7 || 14 |} ===Abilities:=== '''Field Marshal [Channeler]''' : Warjacks in her battlegroup gain Arc Node '''Long Shadows''': When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. '''Dual Attack''' ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Doomsayer|6|1|12|* '''Magical''' * '''Dispel'''- When this weapon hits a model / unit, upkeep spells and animi on that model / unit immediately expire.}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Storm of Ages === Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. === Spells === {{Banishing Ward}} {{Gallows}} {{Invocations of wrath}} {{Winter Korps Rack List |3}} == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} de673593f02b4d25e6471bac2037dec4dc5a0af2 68 66 2024-07-02T09:28:48Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Baranova ''' || 6 || 7|| 6 || 6 || 15 || 15 || 7 || 14 |} ===Abilities:=== '''Field Marshal [Channeler]''' : Warjacks in her battlegroup gain Arc Node '''Long Shadows''': When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. '''Dual Attack''' ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Doomsayer|6|1|12|* '''Magical''' * '''Dispel'''- When this weapon hits a model / unit, upkeep spells and animi on that model / unit immediately expire.}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Storm of Ages === Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. === Spells === {{Banishing Ward}} {{Gallows}} {{Invocations of wrath}} {{Winter Korps Rack List |3}} === Thoughts on Rack choices === 3 Rack spells and ability to channel opens up her choices more than any other caster. * More than most she's going to want an offensive spell ** Razor wind is a good budget choice vs infantry, with long shadows letting her line up 2-3 models, hopefully kill 1 and 'refund' a focus ** Tempest or Freezing Grip are more expensive choices to control heavier models. Tempest's AOE POW12 is particularly good as can knock down casters to enable assassinations == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} d0f6b5561e04f1dc34513e9b7e68ac0d45b0fa64 69 68 2024-07-02T09:39:04Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Baranova ''' || 6 || 7|| 6 || 6 || 15 || 15 || 7 || 14 |} ===Abilities:=== '''Field Marshal [Channeler]''' : Warjacks in her battlegroup gain Arc Node '''Long Shadows''': When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. '''Dual Attack''' ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Doomsayer|6|1|12|* '''Magical''' * '''Dispel'''- When this weapon hits a model / unit, upkeep spells and animi on that model / unit immediately expire.}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Storm of Ages === Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. === Spells === {{Banishing Ward}} {{Gallows}} {{Invocations of wrath}} {{Winter Korps Rack List |3}} === Thoughts on Rack choices === 3 Rack spells and ability to channel opens up her choices more than any other caster. * More than most she's going to want an offensive spell ** Razor wind is a good budget choice vs infantry, with long shadows letting her line up 2-3 models, hopefully kill 1 and 'refund' a focus ** Tempest is more expensive choices to control heavier models or use AOE 3 Pow12 to reliably kill infantry. Tempest's AOE knock down can hit casters to enable assassinations * She can lean well into the support upkeeps: Avenging Force, Superiority, Iron Flesh and Puissance, depending on your list * Otherwise, pick your spells based on opponents and board state. == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} e2361151fbf96a095b4ef18a0dc909aa9d66e6b5 70 69 2024-07-02T09:40:49Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Baranova ''' || 6 || 7|| 6 || 6 || 15 || 15 || 7 || 14 |} ===Abilities:=== '''Field Marshal [Channeler]''' : Warjacks in her battlegroup gain Arc Node '''Long Shadows''': When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. '''Dual Attack''' ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Doomsayer|6|1|12|* '''Magical''' * '''Dispel'''- When this weapon hits a model / unit, upkeep spells and animi on that model / unit immediately expire.}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Storm of Ages === Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. === Spells === {{Banishing Ward}} {{Gallows}} {{Invocations of wrath}} {{Winter Korps Rack List |3}} === Thoughts on Rack choices === 3 Rack spells and ability to channel opens up her choices more than any other caster. * More than most she's going to want an offensive spell, due to channelling and Long Shadows ** Razor wind is a good budget choice vs infantry: channel to line up 2-3 models, hopefully kill 1 and 'refund' a focus ** Tempest can control heavier models with knockdown or use AOE 3 Pow12 to reliably kill infantry. Tempest's AOE knock down can hit casters to enable assassinations * She can lean well into the normal support upkeeps: Avenging Force, Superiority, Iron Flesh and Puissance, depending on your list * Otherwise, pick your spells based on opponents and board state. == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} ad4c3149194a508e8fdb3e2621c94ece34cc8c41 71 70 2024-07-02T09:41:07Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Baranova ''' || 6 || 7|| 6 || 6 || 15 || 15 || 7 || 14 |} ===Abilities:=== '''Field Marshal [Channeler]''' : Warjacks in her battlegroup gain Arc Node '''Long Shadows''': When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. '''Dual Attack''' ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Doomsayer|6|1|12|* '''Magical''' * '''Dispel'''- When this weapon hits a model / unit, upkeep spells and animi on that model / unit immediately expire.}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Storm of Ages === Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. === Spells === {{Banishing Ward}} {{Gallows}} {{Invocations of wrath}} {{Winter Korps Rack List |3}} === Recommended Rack choices === 3 Rack spells and ability to channel opens up her choices more than any other caster. * More than most she's going to want an offensive spell, due to channelling and Long Shadows ** Razor wind is a good budget choice vs infantry: channel to line up 2-3 models, hopefully kill 1 and 'refund' a focus ** Tempest can control heavier models with knockdown or use AOE 3 Pow12 to reliably kill infantry. Tempest's AOE knock down can hit casters to enable assassinations * She can lean well into the normal support upkeeps: Avenging Force, Superiority, Iron Flesh and Puissance, depending on your list * Otherwise, pick your spells based on opponents and board state. == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. {{Winter Korps Footer}} 04f616b0873a45c9b72f88e7dc5ad712dbe8048c 73 71 2024-07-03T10:08:02Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Baranova ''' || 6 || 7|| 6 || 6 || 15 || 15 || 7 || 14 |} ===Abilities:=== '''Field Marshal [Channeler]''' : Warjacks in her battlegroup gain Arc Node '''Long Shadows''': When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. '''Dual Attack''' ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Doomsayer|6|1|12|* '''Magical''' * '''Dispel'''- When this weapon hits a model / unit, upkeep spells and animi on that model / unit immediately expire.}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Storm of Ages === Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. === Spells === {{Banishing Ward}} {{Gallows}} {{Invocations of wrath}} Choose 3 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === 3 Rack spells and ability to channel opens up her choices more than any other caster. * More than most she's going to want an offensive spell, due to channelling and Long Shadows ** Razor wind is a good budget choice vs infantry: channel to line up 2-3 models, hopefully kill 1 and 'refund' a focus ** Tempest can control heavier models with knockdown or use AOE 3 Pow12 to reliably kill infantry. Tempest's AOE knock down can hit casters to enable assassinations * She can lean well into the normal support upkeeps: Avenging Force, Superiority, Iron Flesh and Puissance, depending on your list * Otherwise, pick your spells based on opponents and board state. == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. == Ekaterina List Design == === Good choices === === Example list === == Lore and Trivia == {{Winter Korps Footer}} 7fa46228951ff13c36a61cf3b87a546f2190692c 74 73 2024-07-03T10:08:55Z Gedditoffme 2 /* Good choices */ wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Baranova ''' || 6 || 7|| 6 || 6 || 15 || 15 || 7 || 14 |} ===Abilities:=== '''Field Marshal [Channeler]''' : Warjacks in her battlegroup gain Arc Node '''Long Shadows''': When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. '''Dual Attack''' ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Doomsayer|6|1|12|* '''Magical''' * '''Dispel'''- When this weapon hits a model / unit, upkeep spells and animi on that model / unit immediately expire.}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Storm of Ages === Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. === Spells === {{Banishing Ward}} {{Gallows}} {{Invocations of wrath}} Choose 3 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === 3 Rack spells and ability to channel opens up her choices more than any other caster. * More than most she's going to want an offensive spell, due to channelling and Long Shadows ** Razor wind is a good budget choice vs infantry: channel to line up 2-3 models, hopefully kill 1 and 'refund' a focus ** Tempest can control heavier models with knockdown or use AOE 3 Pow12 to reliably kill infantry. Tempest's AOE knock down can hit casters to enable assassinations * She can lean well into the normal support upkeeps: Avenging Force, Superiority, Iron Flesh and Puissance, depending on your list * Otherwise, pick your spells based on opponents and board state. == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. == Ekaterina List Design == === Recommended choices === === Example list === == Lore and Trivia == {{Winter Korps Footer}} 909821b9aaa45315f24b85b79f1d3b2ae8fd6236 75 74 2024-07-03T10:25:00Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Ekaterina Baranova == ''Ekaterina Baranova is among the most powerful arkanists of her generation. Once the pride of the Greylords Covenant, which she served faithfully in the years following the infernal invasion, Baranova denounced the organization and her former tutors within it. With a meritorious service record and recommendations from both the Order of Illumination and the entire Old Faith Synod in Korsk, Baranova received an imperial pardon and was able to join the newly established Winter Korps as a kapitan in 618 AR. Her mastery of the arcane arts is not only singular among Khador’s depleted ranks but in the whole of the Iron Kingdoms. She now hungrily awaits putting her talents to use against the hated Orgoth host now ravaging the Motherland’s western shores.'' [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Baranova ''' || 6 || 7|| 6 || 6 || 15 || 15 || 7 || 14 |} ===Abilities:=== '''Field Marshal [Channeler]''' : Warjacks in her battlegroup gain Arc Node '''Long Shadows''': When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. '''Dual Attack''' ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Doomsayer|6|1|12|* '''Magical''' * '''Dispel'''- When this weapon hits a model / unit, upkeep spells and animi on that model / unit immediately expire.}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Storm of Ages === Enemy models/units activating in Baranova's control range suffer -2 SPD, cannot charge and cannot make slam or trample power attacks. When a friendly model in Baranova's control range is targeted by ranged or arcane attack, the attack suffers -4 RNG. Storm of Ages lasts for one round. === Spells === {{Banishing Ward}} {{Gallows}} {{Invocations of wrath}} Choose 3 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === 3 Rack spells and ability to channel opens up her choices more than any other caster. * More than most she's going to want an offensive spell, due to channelling and Long Shadows ** Razor wind is a good budget choice vs infantry: channel to line up 2-3 models, hopefully kill 1 and 'refund' a focus ** Tempest can control heavier models with knockdown or use AOE 3 Pow12 to reliably kill infantry. Tempest's AOE knock down can hit casters to enable assassinations * She can lean well into the normal support upkeeps: Avenging Force, Superiority, Iron Flesh and Puissance, depending on your list * Otherwise, pick your spells based on opponents and board state. == Roles and Strengths: == Winter Korps Wizard caster *Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. *Incredible feat, possibly on of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. *Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. == Downsides: == *15 Def/ 15 Arm is not going to save her from being assassinated. She can be hard to kill on the feat turn, but very vulnerable afterwards. *Apart from the feat, she does nothing as well as the other casters in the faction. Ekatarina is a jack of all trades, master of none. *Her own personal output is pretty pathetic. She is not going to close out games herself, nor is she going to be able to do much with her own weapons. == Tricks: == *Banishing Ward is friendly model, as is Weald Secrets, Puissance and Fog of War, meaning that Baranova can support mercenary models pretty well. This also applies to the range reduction part of her feat. *Taking Razor Wind into infantry heavy match ups can turn Baranova into a magical machine gun. Drop your upkeeps, cast Invocation of Wrath and you can get off 3-4 accurate Razor Winds in a single activation. *Long Shadows can be tempting to build into. Unfortunately, a lot of our spell casting solos and units are either inaccurate or limited in scale. The best use for Long Shadows is to support Baranova's personal spell casting or to get a couple of focus back onto her after she spends down to nothing. *Play Baranova as aggressively as you can until you feat. The deeper you can get the feat, the better. *Spell selection is everything to Baranova. Check your opponents list and choose appropriately. Lots of light infantry? Take Razor Wind. Heavy Infantry? Freezing Grip. etc. == Ekaterina List Design == === Recommended choices === === Example list === Below is a common style of list, with many players using similar lists since Mastodon's release. Ekaterina supports it with banishing ward, to prevent a few major debuffs and control effects landing on the Mastodon. She also gives some much needed accuracy with Invocations of Wrath. In turn, Mastodon gives her a high power shooting piece, or finish assassinations after gallows or tempest. :Grand Melee - 100 pts :Kapitan Ekaterina Baranova :SPELL - Tempest :SPELL - Razor Wind :SPELL - Superiority :9 Dire Wolf ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :33 Mastodon ::2 HEAD - Fire Support ::6 RIGHT SHOULDER - Right Shoulder Mounted Heavy Cannon ::6 LEFT SHOULDER - Left Shoulder Mounted Heavy Cannon ::9 RIGHT ARM - Great Axe ::10 LEFT ARM - Dozer Fist :5 Krueger, Wrath of Blighterghast :4 Magziev Zariyah Volkova :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :4 Arkanists :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :7 Shock Trooper Gunners :4 Winter Korps Snipers :1 Winter Korps Hunting Dog :PC COMMAND CARD ::1 Arcane Forces ::Blessing of the Gods ::Old Faithful ::Power Swell ::1 Sentry Duty Used by Jamie Perkins, Welsh Masters 2024 == Battle Reports == https://docs.google.com/document/d/1kPhU_mk-0HVrCAimnl-hXVsnp4dMynuDoh_93vaN_Yc/edit == Lore and Trivia == {{Winter Korps Footer}} 4e85cf3119e62f012d0dc02be60ff31275ac1ab1 Winter Korps Rack 0 30 76 2024-07-03T10:31:43Z Gedditoffme 2 Created page with "{{Winter Korps Rack List}} == Top Choices == More than most, Winter Korps rack will probably be chosen based on your list rather than your opponents. The common support upkeeps will be most of your choices. * Avenging Force: An extra move and attack for warjacks can unlock quite long threats for a spd4 chassis. It goes well with Khador's mixed arms forces, and is solid with most casters. Only [[Savaryn]] struggles since it conflicts with Escort as a Self Upkeep. * Super..." wikitext text/x-wiki {{Winter Korps Rack List}} == Top Choices == More than most, Winter Korps rack will probably be chosen based on your list rather than your opponents. The common support upkeeps will be most of your choices. * Avenging Force: An extra move and attack for warjacks can unlock quite long threats for a spd4 chassis. It goes well with Khador's mixed arms forces, and is solid with most casters. Only [[Savaryn]] struggles since it conflicts with Escort as a Self Upkeep. * Superiority: Another solid warjack choice, and can combo with Escort or Avenging force to go a really long way. * Puissance: Extra damage if your opponent bricks up and you are melee focussed. [[Tatiana]] in particular will love this with [[Man-O-War Wrecking Crew]] and Positive Charge. * Iron Flesh: More armour is popular with Man o War, pushing them to arm 21-22. b052458a16c8e8f69d09b1becb5aadf893d53fba 77 76 2024-07-03T10:37:09Z Gedditoffme 2 wikitext text/x-wiki {{Winter Korps Rack List}} == Top Choices == More than most, Winter Korps rack will probably be chosen based on your list rather than your opponents. These support upkeeps will be most of your choices. * Avenging Force: An extra move and attack for warjacks can unlock quite long threats for a spd4 chassis. It goes well with Khador's mixed arms forces, and is solid with most casters. Only [[Savaryn]] struggles since it conflicts with Escort as a Self Upkeep. * Superiority: Another solid warjack choice, and can combo with Escort or Avenging force to go a really long way. * Puissance: Extra damage if your opponent bricks up and you are melee focussed. [[Tatiana]] in particular will love this with [[Man-O-War Wrecking Crew]] and Positive Charge. * Iron Flesh: More armour is popular with Man o War, pushing them to arm 21-22. The remainder have their niche * Tempest is a solid damage and knockdown enabler, especially with [[Baranova]]'s channeling or [[Arcane Forces]] card (+5" range on spells) * Razor Wind mostly with [[Baranova]] in response to low wound infantry * Fog of War or Weald Secrets can be taken in response to opponents shooting or table conditions. * Warning that Fog of War conflicts with Avenging Force: do you want to be harder to hit, or retaliate if you are hit. 5ff4af2abc0800c5a9810a828bd9b5b034674c05 Khador Winter Korps 0 31 78 2024-07-03T10:41:45Z Gedditoffme 2 Created page with "== Winter Korps Summary == == Which Caster? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy mod..." wikitext text/x-wiki == Winter Korps Summary == == Which Caster? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. === [[Kapitan Ilari Borisyuk]] === === [[Kapitan Yana Kovoskiy]] === === [[Kommander Tatiana Sikora]] === === [[Kommander Valerii Savaryn]] === {{Winter Korps Footer}} ade6ea4dd4bddbc4e7f7bc9df32956ac12b6ecf1 79 78 2024-07-03T10:42:09Z Gedditoffme 2 wikitext text/x-wiki == Why Play Winter Korps == == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. === [[Kapitan Ilari Borisyuk]] === === [[Kapitan Yana Kovoskiy]] === === [[Kommander Tatiana Sikora]] === === [[Kommander Valerii Savaryn]] === {{Winter Korps Footer}} 17f80add2dcdd075817ce8e690fd2226b8b333d6 81 79 2024-07-03T10:58:08Z Gedditoffme 2 Gedditoffme moved page [[Winter Korps]] to [[Khador Winter Korps]] wikitext text/x-wiki == Why Play Winter Korps == == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. === [[Kapitan Ilari Borisyuk]] === === [[Kapitan Yana Kovoskiy]] === === [[Kommander Tatiana Sikora]] === === [[Kommander Valerii Savaryn]] === {{Winter Korps Footer}} 17f80add2dcdd075817ce8e690fd2226b8b333d6 MediaWiki:Sidebar 8 32 80 2024-07-03T10:54:09Z Gedditoffme 2 Created page with "* MkIV Factions ** Cryx Necrofactorium ** Cygnar Storm Legion ** Dusk House Kallyss ** Khador Winter Korps ** Khymaera Shadowflame Shard ** Orgoth Sea Raiders ** Southern Kriels Brineblood Marauders * Legacy Prime Factions ** Circle Devourers Host ** Circle Secret Dominion ** Convergence of Cyriss ** Crucible Guard ** Cryx Blackfleet ** Cryx Dark Host ** Cygnar First Army ** Cygnar Storm Knights ** Grymkin ** Khador 5th Division ** Khador Armored Korps ** Legion Dragon'..." wikitext text/x-wiki * MkIV Factions ** Cryx 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Gedditoffme moved page [[Winter Korps]] to [[Khador Winter Korps]] wikitext text/x-wiki #REDIRECT [[Khador Winter Korps]] 1c4d2152bbc329ec9bcbdb0ce2128f87a0abe460 File:Dire Wolf.webp 6 34 89 2024-07-04T20:32:34Z Gedditoffme 2 wikitext text/x-wiki Dire Wolf official photo 21841cbc6302993c91c94cc335015f8a99d5955b Dire Wolf 0 35 91 2024-07-04T21:03:07Z Gedditoffme 2 Created page with " = Dire Wolf == <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Heavy Warjack]]'''</span> [[File:Dire Wolf.webp|thumb|right]] ''Despite the unrest that plagued Khador in the years following the war with the infernals, a war that kept the Motherland from taking advantage of the full fruits of the technological renaissance that swept the other Iron Kingdoms, the nation was not entirely without its own innovations. Long a dream of the Khadoran High Kommand,..." wikitext text/x-wiki = Dire Wolf == <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Heavy Warjack]]'''</span> [[File:Dire Wolf.webp|thumb|right]] ''Despite the unrest that plagued Khador in the years following the war with the infernals, a war that kept the Motherland from taking advantage of the full fruits of the technological renaissance that swept the other Iron Kingdoms, the nation was not entirely without its own innovations. Long a dream of the Khadoran High Kommand, the Dire Wolf was envisioned as a modern warjack designed to support Khador’s infantry forces in the field. Lighter and faster than any Khadoran warjack ever built, the machine was engineered to act as an anchor point for the infantry in battle. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Dire Wolf ''' || 5 || - || 6 || 5 || 11 || 19 || 30 |} ===Abilities:=== *'''Anchor''' - Friendly warrior models cannot be knocked down while B2B with this model ===Loadout Options=== ==== Head ==== * '''Evasive: 1pt''' * '''Overtake: 2pt''' * '''Pathfinder: 2pt''' * '''Shield Guard: 1pt''' ==== Right Arm ==== ==== Left Arm ==== == Role and strengths == A defensive utility piece for winter korps - it's main job will be protecting key models and forming a cheap roadblock. * At 9pts and arm21 with a shield and hammer, it it some of the best value armour bricks in the game. * Common bodyguard for your warcaster: spreading girded, anchor and shield guard as needed, and standing in front to block charges. * Good choice for taking and holding 50mm objectives, being cheap and hard to remove. == Recommended loadouts == === Shield Guard, Ice Hammer, Plow Shield: 9pts === This is a bare bones option that you'll commonly see in lists. It can work for anyone as a bodyguard, giving all the defensive abilities (anchor, girded, shield guard). It also sports a good pow17 hammer for when it needs to fight. [[Sikora]] loves multiples of this, as it is cheap, spreads positive charge well, and her feat pushes it to arm23 in melee. === Shield Guard, Ice Hammer, Heavy Chain Gun: 11pts === This is a more premium bodyguard, gives a similar role to the previous option but swaps shield for a gun. This lets it do some damage while sitting back, and still shield guard or anchor if needed. == Downsides == * A little 'bare bones': no flashy abilities. But no complaints for the price == Synergy == * [[Sikora]] Loves them to stand next to wrecking crews, spreading positive charge, shield guard, and being almost indestrictable with her feat. * [[Baranova]] takes them as cheap channelers, and she needs the bodyguard as much as anyone * [[Savaryn]] benefits from escort, giving him extra armour in addition to the other bodyguard abilities * [[Arkanists]] will be needed to give focus or magic weapons, especially once you take 2 warjacks or more. == Tricks == * Evasive is the same price as shield guard, and a free move can be a nice surprise for an opponent's shooting. {{Winter Korps Footer}} 016259193c61c1637cb74e36db5dd8a9a37cf1c6 93 91 2024-07-04T23:45:42Z Gedditoffme 2 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Heavy Warjack]]'''</span> [[File:Dire Wolf.webp|thumb|right]] ''Despite the unrest that plagued Khador in the years following the war with the infernals, a war that kept the Motherland from taking advantage of the full fruits of the technological renaissance that swept the other Iron Kingdoms, the nation was not entirely without its own innovations. Long a dream of the Khadoran High Kommand, the Dire Wolf was envisioned as a modern warjack designed to support Khador’s infantry forces in the field. Lighter and faster than any Khadoran warjack ever built, the machine was engineered to act as an anchor point for the infantry in battle. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Dire Wolf ''' || 5 || - || 6 || 5 || 11 || 19 || 30 |} ===Abilities:=== *'''Anchor''' - Friendly warrior models cannot be knocked down while B2B with this model ==Loadout Options== === Head === * '''Evasive: 1pt''': When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Overtake: 2pt''': When this model destroys one of more enemy attacks with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". * '''Pathfinder: 2pt''' * '''Shield Guard: 1pt''': When a friendly model is directly hit by a non-spray ranged attack while within 3" of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary. Shield Guard can only be used once per attack. === Right Arm === <big>Bombard PC6</big> {{Ranged Weapon|<!--Name-->Bombard |<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8|PC 6 *'''Arcing Fire'''}} <big>Cannon PC5</big> {{Ranged Weapon|<!--Name-->Cannon |<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->15| *'''Beat Back''' *'''Critical Knockdown'''}} <big>Ice Hammer PC4</big> {{Melee Weapon|<!--Name-->Ice Hammer|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|* '''Critical Freeze'''}} <big>Long Axe PC5</big> {{Melee Weapon|<!--Name-->Long Axe|<!--MAT-->6|<!--RNG-->2|<!--POW-->16|}} === Left Arm === <big>Flame Fist PC4</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Pistol''' *'''Fire type, Continuous fire'''}} {{Melee Weapon|<!--Name-->Open Fist|<!--MAT-->6|<!--RNG-->1|<!--POW-->14| * '''Throw'''}} <big>Heavy Chain Gun PC6</big> {{Ranged Weapon|<!--Name-->Heavy Chain Gun|<!--RAT-->5|<!--Rng-->10|<!--ROF-->D3+1|<!--AOE-->-|<!--POW-->12|*'''Volume Fire'''}} <big>Plow Shield PC4</big> {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Granted Girded:''' This model and friendly models B2B with it gain Resistance:Blast}} <big>Scrap Saw PC3</big> {{Melee Weapon|<!--Name-->Scrap Saw|<!--MAT-->6|<!--RNG-->1|<!--POW-->15|* '''Critical Shred'''}} == Role and strengths == A defensive utility piece for winter korps - it's main job will be protecting key models and forming a cheap roadblock. * At 9pts and arm21 with a shield and hammer, it it some of the best value armour bricks in the game. * Common bodyguard for your warcaster: spreading girded, anchor and shield guard as needed, and standing in front to block charges. * Good choice for taking and holding 50mm objectives, being cheap and hard to remove. == Recommended loadouts == === Shield Guard, Ice Hammer, Plow Shield: 9pts === This is a bare bones option that you'll commonly see in lists. It can work for anyone as a bodyguard, giving all the defensive abilities (anchor, girded, shield guard). It also sports a good pow17 hammer for when it needs to fight. [[Sikora]] loves multiples of this, as it is cheap, spreads positive charge well, and her feat pushes it to arm23 in melee. === Shield Guard, Ice Hammer, Heavy Chain Gun: 11pts === This is a more premium bodyguard, gives a similar role to the previous option but swaps shield for a gun. This lets it do some damage while sitting back, and still shield guard or anchor if needed. == Downsides == * A little 'bare bones': no flashy abilities. But no complaints for the price == Synergy == * [[Sikora]] Loves them to stand next to wrecking crews, spreading positive charge, shield guard, and being almost indestrictable with her feat. * [[Baranova]] takes them as cheap channelers, and she needs the bodyguard as much as anyone * [[Savaryn]] benefits from escort, giving him extra armour in addition to the other bodyguard abilities * [[Arkanists]] will be needed to give focus or magic weapons, especially once you take 2 warjacks or more. == Tricks == * Evasive is the same price as shield guard, and a free move can be a nice surprise for an opponent's shooting. {{Winter Korps Footer}} 4e9d973d0adc946c62449ab2f8041137ab39feba 94 93 2024-07-04T23:53:05Z Gedditoffme 2 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Heavy Warjack]]'''</span> [[File:Dire Wolf.webp|thumb|right]] ''Despite the unrest that plagued Khador in the years following the war with the infernals, a war that kept the Motherland from taking advantage of the full fruits of the technological renaissance that swept the other Iron Kingdoms, the nation was not entirely without its own innovations. Long a dream of the Khadoran High Kommand, the Dire Wolf was envisioned as a modern warjack designed to support Khador’s infantry forces in the field. Lighter and faster than any Khadoran warjack ever built, the machine was engineered to act as an anchor point for the infantry in battle. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Dire Wolf ''' || 5 || - || 6 || 5 || 11 || 19 || 30 |} ===Abilities:=== *'''Anchor''' - Friendly warrior models cannot be knocked down while B2B with this model <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === * '''Evasive: 1pt''': When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Overtake: 2pt''': When this model destroys one of more enemy attacks with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". * '''Pathfinder: 2pt''' * '''Shield Guard: 1pt''': When a friendly model is directly hit by a non-spray ranged attack while within 3" of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary. Shield Guard can only be used once per attack. === Right Arm === <big>Bombard PC6</big> {{Ranged Weapon|<!--Name-->Bombard |<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8|PC 6 *'''Arcing Fire'''}} <big>Cannon PC5</big> {{Ranged Weapon|<!--Name-->Cannon |<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->15| *'''Beat Back''' *'''Critical Knockdown'''}} <big>Ice Hammer PC4</big> {{Melee Weapon|<!--Name-->Ice Hammer|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|* '''Critical Freeze'''}} <big>Long Axe PC5</big> {{Melee Weapon|<!--Name-->Long Axe|<!--MAT-->6|<!--RNG-->2|<!--POW-->16|}} === Left Arm === <big>Flame Fist PC4</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Pistol''' *'''Fire type, Continuous fire'''}} {{Melee Weapon|<!--Name-->Open Fist|<!--MAT-->6|<!--RNG-->1|<!--POW-->14| * '''Throw'''}} <big>Heavy Chain Gun PC6</big> {{Ranged Weapon|<!--Name-->Heavy Chain Gun|<!--RAT-->5|<!--Rng-->10|<!--ROF-->D3+1|<!--AOE-->-|<!--POW-->12|*'''Volume Fire'''}} <big>Plow Shield PC4</big> {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Granted Girded:''' This model and friendly models B2B with it gain Resistance:Blast}} <big>Scrap Saw PC3</big> {{Melee Weapon|<!--Name-->Scrap Saw|<!--MAT-->6|<!--RNG-->1|<!--POW-->15|* '''Critical Shred'''}} </div> == Role and strengths == A defensive utility piece for winter korps - it's main job will be protecting key models and forming a cheap roadblock. * At 9pts and arm21 with a shield and hammer, it it some of the best value armour bricks in the game. * Common bodyguard for your warcaster: spreading girded, anchor and shield guard as needed, and standing in front to block charges. * Good choice for taking and holding 50mm objectives, being cheap and hard to remove. == Recommended loadouts == === Shield Guard, Ice Hammer, Plow Shield: 9pts === This is a bare bones option that you'll commonly see in lists. It can work for anyone as a bodyguard, giving all the defensive abilities (anchor, girded, shield guard). It also sports a good pow17 hammer for when it needs to fight. [[Sikora]] loves multiples of this, as it is cheap, spreads positive charge well, and her feat pushes it to arm23 in melee. === Shield Guard, Ice Hammer, Heavy Chain Gun: 11pts === This is a more premium bodyguard, gives a similar role to the previous option but swaps shield for a gun. This lets it do some damage while sitting back, and still shield guard or anchor if needed. == Downsides == * A little 'bare bones': no flashy abilities. But no complaints for the price == Synergy == * [[Sikora]] Loves them to stand next to wrecking crews, spreading positive charge, shield guard, and being almost indestrictable with her feat. * [[Baranova]] takes them as cheap channelers, and she needs the bodyguard as much as anyone * [[Savaryn]] benefits from escort, giving him extra armour in addition to the other bodyguard abilities * [[Arkanists]] will be needed to give focus or magic weapons, especially once you take 2 warjacks or more. == Tricks == * Evasive is the same price as shield guard, and a free move can be a nice surprise for an opponent's shooting. {{Winter Korps Footer}} 6f9334003ed39658e23116a29bca4e36bd542f8f Sikora 0 36 92 2024-07-04T23:22:52Z Gedditoffme 2 Redirected page to [[Kommander Tatiana Sikora]] wikitext text/x-wiki #REDIRECT [[Kommander Tatiana Sikora]] 4c59ccada1790fc11bc739d69b5c8f6b2e3fcee1 Dusk House Kallyss 0 37 97 2024-07-05T00:02:28Z Gedditoffme 2 Created page with "== Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === === [[Hellyth, Scyir of Nightfall]] === === [[Morayne, The Blade of Twilight]] === === [[Scryafael, Nis-Issyr of Desolations]] === === [[Tyrus, Nis-Arsyr of Spiders]] === {{Dusk House Kallyss Footer}}" wikitext text/x-wiki == Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === === [[Hellyth, Scyir of Nightfall]] === === [[Morayne, The Blade of Twilight]] === === [[Scryafael, Nis-Issyr of Desolations]] === === [[Tyrus, Nis-Arsyr of Spiders]] === {{Dusk House Kallyss Footer}} fbee4ae127834b6994c0d2c06176369f8c5ff615 Cryx Necrofactorium 0 38 98 2024-07-05T00:03:26Z Gedditoffme 2 Created page with "== Why Play Cryx Necrofactorium == == Which Caster is for me? == === [[Discerptor Eviscerus]] === === [[Master Necrosurgeon Sepsira]] === === [[Wraithbinder Nekane]] === {{Cryx Necrofactorium Footer}}" wikitext text/x-wiki == Why Play Cryx Necrofactorium == == Which Caster is for me? == === [[Discerptor Eviscerus]] === === [[Master Necrosurgeon Sepsira]] === === [[Wraithbinder Nekane]] === {{Cryx Necrofactorium Footer}} ef4941d3a21ec8953d75d18f5055b004e6fa680a Khymaera Shadowflame Shard 0 39 99 2024-07-05T00:04:45Z Gedditoffme 2 Created page with "== Why Play Storm Legion == == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === === [[Nyxyan, the Stygian Coil]] === === [[Rassyk, Spawn of Shadows]] === === [[Shyryss, the Flawless Dark]] === {{Khymaera Shadowflame Shard Footer}}" wikitext text/x-wiki == Why Play Storm Legion == == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === === [[Nyxyan, the Stygian Coil]] === === [[Rassyk, Spawn of Shadows]] === === [[Shyryss, the Flawless Dark]] === {{Khymaera Shadowflame Shard Footer}} 707228c49b573648fef04cc9d66e1de2e0d4a3dc Orgoth Sea Raiders 0 40 100 2024-07-05T00:05:48Z Gedditoffme 2 Created page with "== Why Play Orgoth Sea Raiders == == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === === [[Kishtaar, The Howling Silence]] === === [[Oriax, the Soul Slaver]] === === [[Sabbreth, The Eternal Annihlation]] === {{Orgoth Sea Raiders Footer}}" wikitext text/x-wiki == Why Play Orgoth Sea Raiders == == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === === [[Kishtaar, The Howling Silence]] === === [[Oriax, the Soul Slaver]] === === [[Sabbreth, The Eternal Annihlation]] === {{Orgoth Sea Raiders Footer}} ed73ec3404d41950646ea8aab6f189c988234ed2 Southern Kriels Brineblood Marauders 0 41 101 2024-07-05T00:06:50Z Gedditoffme 2 Created page with "== Why Play Brinebloos Marauders == == Which Caster is for me? == === [[Admiral Boomhowler]] === === [[Braghen Ragemonger]] === === [[Captain Firequill]] === === [[Captain Shadowtongue]] === === [[Warchief Bagadibawm]] === {{Brineblood Marauders Footer}}" wikitext text/x-wiki == Why Play Brinebloos Marauders == == Which Caster is for me? == === [[Admiral Boomhowler]] === === [[Braghen Ragemonger]] === === [[Captain Firequill]] === === [[Captain Shadowtongue]] === === [[Warchief Bagadibawm]] === {{Brineblood Marauders Footer}} 388f838b74f091ebcc5e611796c53b5ffabc8c2f 138 101 2024-07-05T05:28:09Z Gedditoffme 2 wikitext text/x-wiki == Why Play Brineblood Marauders == == Which Caster is for me? == === [[Admiral Boomhowler]] === === [[Braghen Ragemonger]] === === [[Captain Firequill]] === === [[Captain Shadowtongue]] === === [[Warchief Bagadibawm]] === {{Brineblood Marauders Footer}} 563377df6a6fc961c196f583e07a355c23b978c1 Cygnar Storm Legion 0 42 102 2024-07-05T00:07:42Z Gedditoffme 2 Created page with "== Why Play Storm Legion == == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === === [[Major Anson Wolfe]] === === [[Mechanik Adept Sparkhammer]] === {{Storm Legion Footer}}" wikitext text/x-wiki == Why Play Storm Legion == == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === === [[Major Anson Wolfe]] === === [[Mechanik Adept Sparkhammer]] === {{Storm Legion Footer}} 01ae1db92bf0ca0ce4a0b36cdc459e5b63e62bf8 File:Warcaster-Academy-Logo.jpg 6 43 103 2024-07-05T02:23:43Z Gedditoffme 2 wikitext text/x-wiki Logo 83fce8327410848c9eb609acb21732c7c0fec96a File:Warcaster-Academy-Logo-trans.png 6 44 104 2024-07-05T02:28:54Z Gedditoffme 2 wikitext text/x-wiki site logo 40f6945a437cfca5cdcd9dd1d30e14d39f911921 Template:Brineblood Marauders Footer 10 45 105 2024-07-05T02:29:10Z Gedditoffme 2 Created page with "{| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Southern Kriels Brineblood Marauders]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Admiral Boomhowler]] - [[Braghen Ragemonger]] - [[Captain Firequill]] - [[Captain Shadowtongue]] - [[Warchief Bagadibawm]] |- | '''Warbeasts''' || [[Abyssal King]] - [[Deepborn Dire Troll]] - [[Great Old One]] - [[Reef Troll]] - [[Vorogger]] |- | ''..." wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Southern Kriels Brineblood Marauders]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Admiral Boomhowler]] - [[Braghen Ragemonger]] - [[Captain Firequill]] - [[Captain Shadowtongue]] - [[Warchief Bagadibawm]] |- | '''Warbeasts''' || [[Abyssal King]] - [[Deepborn Dire Troll]] - [[Great Old One]] - [[Reef Troll]] - [[Vorogger]] |- | '''Solos''' || [[Booty Boss]] - [[Fire Guardian]] - [[First Mate Hargor Stormjaw]] - [[Fugue Walker]] - [[Mawga'Bawza]] - [[Pyg Battle Brig]] - [[Pyg Cannon Crew]] - [[Pyg Dirge]] - [[Surgeon]] |- | '''Units''' || [[Fire Spitters]] - [[Marauder Crew]] - [[Pyg Boarding Party]] - [[Pyg Galley Crew]] - [[Pyg Shockers]] - [[Spirit Shamans]] - [[Pyg Coxswain]] |- | '''Mercenaries''' || [[Carver Ultimus]] - [[Greygore Boomhowler]] - [[Madame Moriarty]] - [[Magnus the Unstoppable]] - [[Nissak, Totem Huntress Champion]] |- | '''Other''' || [[Brineblood Marauders Rack]] |} baf1fbd54b053997868515443f7becef01938e10 Template:Khymaera Shadowflame Shard Footer 10 46 106 2024-07-05T02:29:39Z Gedditoffme 2 Created page with "{| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Khymaera Shadowflame Shard]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Kyrrax, the Unrelenting Night]] - [[Nyxyan, the Stygian Coil]] - [[Rassyk, Spawn of Shadows]] - [[Shyryss, the Flawless Dark]] |- | '''Warbeasts''' || [[Drakyon]] - [[Hydrix]] - [[Skylla, The Abyssal Fury]] - [[Vipex]] - [[Wyvern]] |- | '''Solos''' || Incar..." wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Khymaera Shadowflame Shard]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Kyrrax, the Unrelenting Night]] - [[Nyxyan, the Stygian Coil]] - [[Rassyk, Spawn of Shadows]] - [[Shyryss, the Flawless Dark]] |- | '''Warbeasts''' || [[Drakyon]] - [[Hydrix]] - [[Skylla, The Abyssal Fury]] - [[Vipex]] - [[Wyvern]] |- | '''Solos''' || [[Incarnate Conjuror]] - [[Ryvyn, The Onyx Rampant]] - [[Shadowmancer Scion]] - [[Spinner]] - [[Wraithwing Paragon]] |- | '''Units''' || [[Incarnate Knights]] - [[Quick Fang Stalkers]] - [[Quick Fang Wind Strikers]] - [[Talon Death Dealers]] - [[Talon Lashers]] - [[Wyrmspine Cinderbacks]] - [[Wyrmspine Shadowmancers]] - [[Quick Fang Master]] |- | '''Mercenaries''' || [[Bellighul, Master of Pain]] - [[Carver Ultimus]] - [[Magnus the Unstoppable]] - [[Nissak, Totem Huntress Champion]] - [[Zacchaeus, The Winter's Chill]] |- | '''Other''' || [[Khymaera Shadowflame Shard Rack]] |} d29f7e9915f4055df8bce98bca2dbe1dfef23647 Template:Dusk House Kallyss Footer 10 47 107 2024-07-05T02:30:05Z Gedditoffme 2 Created page with "{| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Dusk House Kallyss]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Hazaroth, Narcissar of Ruin]] - [[Hellyth, Scyir of Nightfall]] - [[Morayne, The Blade of Twilight]] - [[Scryafael, Nis-Issyr of Desolations]] - [[Tyrus, Nis-Arsyr of Spiders]] |- | '''Warjacks''' || [[Eidolon]] - [[Ghast]] - [[Israfyl]] - [[Specter]] |- | '''Solos'''..." wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Dusk House Kallyss]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Hazaroth, Narcissar of Ruin]] - [[Hellyth, Scyir of Nightfall]] - [[Morayne, The Blade of Twilight]] - [[Scryafael, Nis-Issyr of Desolations]] - [[Tyrus, Nis-Arsyr of Spiders]] |- | '''Warjacks''' || [[Eidolon]] - [[Ghast]] - [[Israfyl]] - [[Specter]] |- | '''Solos''' || [[Dreadguard Scyir]] - [[Dyssiss, the Eye of Darkness]] - [[Mage Hunter Commander]] - [[Mage Hunter Sniper Team]] - [[Vaelyss, The Hand of Mourning]] - [[Void Engine]] - [[Void Shaper]] |- | '''Units''' || [[Dreadguard Archers]] - [[Dreadguard Cavalry]] - [[Dreadguard Slayers]] - [[Mage Hunter Assassins]] - [[Mage Hunter Rangers]] - [[Seeker Adepts]] - [[Soulless Blademasters]] - [[Soulless Guardians]] - [[Soulless Hunters]] - [[Seeker Warden]] |- | '''Mercenaries''' || [[Carver Ultimus]] - [[Eiryss, Shadow of Retribution]] - [[Krueger, Wrath of Blighterghast]] - [[Magnus the Unstoppable]] - [[Maulgreth, The Charnel Plague]] - [[Prisoner 102822]] - [[Sky Bomber]] - [[Sky Raider]] |- | '''Other''' || [[Dusk House Kallyss Rack]] |} 16036ca41a9d0dd3639e8a7cbff8d53009170880 Template:Storm Legion Footer 10 48 108 2024-07-05T02:30:34Z Gedditoffme 2 Created page with "{| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Cygnar Storm Legion]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Captain Athena di Baro]] - [[Captain Madison Calder]] - [[Captain Raef Huxley]] - [[Major Anson Wolfe]] - [[Mechanik Adept Sparkhammer]] |- | '''Warjacks''' || [[Courser]] - [[Stryker]] - [[The General]] |- | '''Solos''' || [[Legionnaire Officer]] - Lieutenant Sara..." wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Cygnar Storm Legion]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Captain Athena di Baro]] - [[Captain Madison Calder]] - [[Captain Raef Huxley]] - [[Major Anson Wolfe]] - [[Mechanik Adept Sparkhammer]] |- | '''Warjacks''' || [[Courser]] - [[Stryker]] - [[The General]] |- | '''Solos''' || [[Legionnaire Officer]] - [[Lieutenant Sara Brisbane]] - [[Sharpshooter]] - [[Specialist Tyson Vas]] - [[Weather Station]] - [[Zephyr]] |- | '''Units''' || [[Arcane Mechaniks]] - [[Storm Callers]] - [[Storm Lance Legionnaires]] - [[Storm Vanes]] - [[Stormblade Legionnaires]] - [[Stormguard Legionnaires]] - [[Stormthrower Legionnaires]] - [[Tempest Assailers]] - [[Tempest Thunderers]] - [[Legionnaire Standard Bearer]] |- | '''Mercenaries''' || [[Alexia, Queen of the Damned]] - [[Carver Ultimus]] - [[Eilish Garrity, the Dark Traitor]] - [[Eiryss, Shadow of Retribution]] - [[Krueger, Wrath of Blighterghast]] - [[Magnus the Unstoppable]] - [[Sky Bomber]] - [[Sky Raider]] |- | '''Other''' || [[Cygnar Storm Legion Rack]] |} ffe0bc9bc205584af191e0a332fd7e4577e955b9 Template:Orgoth Sea Raiders Footer 10 49 109 2024-07-05T02:30:54Z Gedditoffme 2 Created page with "{| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Orgoth Sea Raiders]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Horruskh, The Thousand Wraths]] - [[Kishtaar, The Howling Silence]] - [[Oriax, the Soul Slaver]] - [[Sabbreth, The Eternal Annihlation]] |- | '''Warjacks''' || [[Jackal]] - [[Molok]] - [[Tyrant]] |- | '''Monstrosities''' || [[Gharlghast]] - [[Ravener]] |- | '''Solo..." wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Orgoth Sea Raiders]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Horruskh, The Thousand Wraths]] - [[Kishtaar, The Howling Silence]] - [[Oriax, the Soul Slaver]] - [[Sabbreth, The Eternal Annihlation]] |- | '''Warjacks''' || [[Jackal]] - [[Molok]] - [[Tyrant]] |- | '''Monstrosities''' || [[Gharlghast]] - [[Ravener]] |- | '''Solos''' || [[Grhotten Champion]] - [[Grhotten Keeper]] - [[Halexus the Warlord]] - [[Reaver Commander]] - [[Siege Tarask]] - [[Therion Vhanek]] - [[Vulcar Forge Master]] |- | '''Units''' || [[Assault Reavers]] - [[Gnashers]] - [[Reaver Skirmishers]] - [[Rhok Harriers]] - [[Strike Reavers]] - [[Ulkor Axers]] - [[Ulkor Barragers]] - [[Warwitch Coven]] - [[Reaver Standard]] |- | '''Mercenaries''' || [[Carver Ultimus]] - [[Eilish Garrity, the Dark Traitor]] - [[Koldun Lord Damien Korovnik]] - [[Magnus the Unstoppable]] - [[Maulgreth, The Charnel Plague]] - [[Sky Bomber]] - [[Sky Raider]] |- | '''Other''' || [[Orgoth Sea Raiders Rack]] |} f9cc44cd4bf6ff3dd0ce80ed62accb5c38d033fd Template:Cryx Necrofactorium Footer 10 50 110 2024-07-05T02:38:25Z Gedditoffme 2 Created page with "{| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Cryx Necrofactorium]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Discerptor Eviscerus]] - [[Master Necrosurgeon Sepsira]] - [[Wraithbinder Nekane]] |- | '''Warjacks''' || [[Hades]] - [[Malefactor]] - [[Raptor]] |- | '''Solos''' || [[Machine Wraith Dominator]] - [[Master Necrotech Chatterbane]] - [[Skarlock Lieutenant]] |- | '''..." wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Cryx Necrofactorium]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Discerptor Eviscerus]] - [[Master Necrosurgeon Sepsira]] - [[Wraithbinder Nekane]] |- | '''Warjacks''' || [[Hades]] - [[Malefactor]] - [[Raptor]] |- | '''Solos''' || [[Machine Wraith Dominator]] - [[Master Necrotech Chatterbane]] - [[Skarlock Lieutenant]] |- | '''Units''' || [[Mechanithrall Swarm]] - [[Necrosurgeon Initiates]] - [[The Furies]] |- | '''Mercenaries''' || [[Carver Ultimus]] - [[Magnus the Unstoppable]] - [[Maulgreth, The Charnel Plague]] |- | '''Other''' || [[Cryx Necrofactorium Rack]] |} 5f343633d0d9073027d0019dac42cbd8cf17d33e MediaWiki:Sidebar 8 32 111 96 2024-07-05T02:40:46Z Gedditoffme 2 wikitext text/x-wiki * Main Menu ** Main_Page| Home Page ** Editors Style Guide| Editors Guide ** Wiki Scope|Wiki Scope * MkIV Factions ** Cryx Necrofactorium|Cryx Necrofactorium ** Cygnar Storm Legion|Cygnar Storm Legion ** Dusk House Kallyss|Dusk House Kallyss ** Khador Winter Korps|Khador Winter Korps ** Khymaera Shadowflame Shard|Khymaera Shadowflame Shard ** Orgoth Sea Raiders|Orgoth Sea Raiders ** Southern Kriels Brineblood Marauders|Southern Kriels Brineblood Marauders * Legacy Prime Factions ** Circle Devourers Host|Circle Devourers Host ** Circle Secret Dominion|Circle Secret Dominion ** Convergence of Cyriss|Convergence of Cyriss ** Crucible Guard|Crucible Guard ** Cryx Blackfleet|Cryx Blackfleet ** Cryx Dark Host|Cryx Dark Host ** Cygnar First Army|Cygnar First Army ** Cygnar Storm Knights|Cygnar Storm Knights ** Grymkin|Grymkin ** Khador 5th Division|Khador 5th Division ** Khador Armored Korps|Khador Armored Korps ** Legion Dragon's Host|Legion Dragon's Host ** Legion Ravens of War|Legion Ravens of War ** Merc Blindwater Congregation|Merc Blindwater Congregation ** Merc Dark Operations|Merc Dark Operations ** Merc Rhul Guard|Merc Rhul Guard ** Merc Soldiers of Fortune|Merc Soldiers of Fortune ** Merc Talion Charter|Merc Talion Charter ** Merc Thornfall Alliance|Merc Thornfall Alliance ** Protectorate Final Interdiction|Protectorate Final Interdiction ** Protectorate Temple Guardians|Protectorate Temple Guardians ** Retribution Legions of Dawn|Retribution Legions of Dawn ** Retribution Shadows of the Retribution|Retribution Shadows of the Retribution ** Skorne Army of the Western Reaches|Skorne Army of the Western Reaches ** Skorne Exalted|Skorne Exalted ** Trollbloods Storm of the North|Trollbloods Storm of the North ** Trollbloods United Kriels|Trollbloods United Kriels * Navigation ** mainpage|mainpage-description ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help-mediawiki * SEARCH * TOOLBOX * LANGUAGES 8c683b22a5e115b2aa093cbc60ced4d3856d8fe0 114 111 2024-07-05T02:54:17Z Gedditoffme 2 wikitext text/x-wiki * Main Menu ** Main_Page| Home Page ** Editors Style Guide| Editors Guide ** Wiki Scope|Wiki Scope ** Links and Podcasts|Links and Podcasts * MkIV Factions ** Cryx Necrofactorium|Cryx Necrofactorium ** Cygnar Storm Legion|Cygnar Storm Legion ** Dusk House Kallyss|Dusk House Kallyss ** Khador Winter Korps|Khador Winter Korps ** Khymaera Shadowflame Shard|Khymaera Shadowflame Shard ** Orgoth Sea Raiders|Orgoth Sea Raiders ** Southern Kriels Brineblood Marauders|Southern Kriels Brineblood Marauders * Legacy Prime Factions ** Circle Devourers Host|Circle Devourers Host ** Circle Secret Dominion|Circle Secret Dominion ** Convergence of Cyriss|Convergence of Cyriss ** Crucible Guard|Crucible Guard ** Cryx Blackfleet|Cryx Blackfleet ** Cryx Dark Host|Cryx Dark Host ** Cygnar First Army|Cygnar First Army ** Cygnar Storm Knights|Cygnar Storm Knights ** Grymkin|Grymkin ** Khador 5th Division|Khador 5th Division ** Khador Armored Korps|Khador Armored Korps ** Legion Dragon's Host|Legion Dragon's Host ** Legion Ravens of War|Legion Ravens of War ** Merc Blindwater Congregation|Merc Blindwater Congregation ** Merc Dark Operations|Merc Dark Operations ** Merc Rhul Guard|Merc Rhul Guard ** Merc Soldiers of Fortune|Merc Soldiers of Fortune ** Merc Talion Charter|Merc Talion Charter ** Merc Thornfall Alliance|Merc Thornfall Alliance ** Protectorate Final Interdiction|Protectorate Final Interdiction ** Protectorate Temple Guardians|Protectorate Temple Guardians ** Retribution Legions of Dawn|Retribution Legions of Dawn ** Retribution Shadows of the Retribution|Retribution Shadows of the Retribution ** Skorne Army of the Western Reaches|Skorne Army of the Western Reaches ** Skorne Exalted|Skorne Exalted ** Trollbloods Storm of the North|Trollbloods Storm of the North ** Trollbloods United Kriels|Trollbloods United Kriels * Navigation ** mainpage|mainpage-description ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help-mediawiki * SEARCH * TOOLBOX * LANGUAGES 99f382e1e4a1a8ba30db464d131215f9b4365ae0 Kapitan Ilari Borisyuk 0 51 112 2024-07-05T02:40:54Z Kovnik Legolam 6 Created page with "== Kapitan Ilari Borisyuk == ''Ilari Borisyuk was born a child of war in the frigid northwest of Khador. His mother, a former soldier who served along the southern border, never told young Ilari of his Thurian father. A solitary child, Ilari Borisyuk spent his time hunting alone for days or weeks at a time, developing his wilderness skills and concealing his burgeoning arcane talents. When he came of age to enter military service, Borisyuk sound found himself transferre..." wikitext text/x-wiki == Kapitan Ilari Borisyuk == ''Ilari Borisyuk was born a child of war in the frigid northwest of Khador. His mother, a former soldier who served along the southern border, never told young Ilari of his Thurian father. A solitary child, Ilari Borisyuk spent his time hunting alone for days or weeks at a time, developing his wilderness skills and concealing his burgeoning arcane talents. When he came of age to enter military service, Borisyuk sound found himself transferred into the elite Widowmaker Korps, where he could hide his Gift no longer. He honed his capacity as a warcaster and gun mage as he would any other weapons at his disposal. A singular hunter and tracker, he is a recognized asset in the arsenal of the Motherland. Upon attaining his commission as kapitan, Borisyuk was issued his custom made magelock rifle, the Shadow of Death.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Borisyuk ''' || 7 || 6|| 6 || 8 || 16 || 14 || 6 || 12 |} ===Abilities:=== '''Field Marshal [Pathfinder]''' : Warjacks in his battlegroup gain Pathfinder '''Pathfinder''': '''Prowl''' : Whilst this model has concealment, it gains Stealth '''Reposition [3]''' : At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. ===Weapons=== {{Ranged Weapon|Shadow of Death|8|14|1|-|10|*'''Weapon Master, Magical'''}} * '''Shot Types''' * Critical Armor-Piercing - On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit. * Flare - On a direct hit, models hit by this attack lose Stealth and suffer -2 DEF for one turn. * Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round. *Reload [1] - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. {{Melee Weapon|Blade|6|1|10|*}} === Feat: Howl of the Wolf === When a model in Borisyuk's battlegroup destroys or removes from play one or more enemy models with an attack while in his control range, after the attack is resolved, one other model in Borisyuk's battlegroup can immediately advance up to 2" and make one basic attack. Howl of the Wolf attack rolls are boosted. A model can only advance and attack as a result of Howl of the Wolf once per game. Howl of the Wolf lasts for one turn. === Spells === {{Dark Unraveling}} {{Unnatural Darkness}} Choose 2 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === 2 Rack spells and an excellent ranged option means that Borisyuk is usually going to opt for upkeeps over offensive spells. * Superiority is going to almost always be one of his 2 choices, as Borisyuk is a heavily battlegroup oriented caster. ** For similar reasons, Avenging Force is a good choice, so long as you have some infantry around to trigger it. Remember that Boris himself can benefit from the Avenging Force move and attack. ** Outside of these 2 choices, his usual go to will be either Iron Flesh or Puissance, to help amplify his Jacks. **The offensive spells can seem interesting, such as Tempest, but Boris already has an excellent ranged option, and will lack the focus turn to turn to bother casting them. **Fog of War and Weald Secrets can be an interesting combination for a Warjack with Stealth. == Roles and Strengths: == Winter Korps Sniper caster * Very focused caster, being the Army's jack focused caster. He does very little for infantry, with most of his kit being excellent at amplifying his battlegroup. *Dark Unraveling is an incredible spell, especially combined with our decent shooting. Having battlegroup wide Blessed and Magical, alongside access to Flare, Grevious, Momentum and High powered shooting can produce a withering volley of boostable shots. *His personal output can be jaw dropping. Most of the time, he will be playing the facilitator, applying either Flare or Grevious Wounds to enemy models. However, it is very tempting to start boosting for Crit Armour Piercing shots, as Boris can put out ludicrous amounts of damage with a well placed shot. *The feat can help to extend your threat range, but the main use is in mitigating the main problem with a battle group heavy list, namely volume of attacks. Combining feat with a variety of gun options to Knockdown targets, launch AOE shots into clumps of infantry, or getting one last melee attack can lead to an effective turn and a half worth of output. == Downsides: == *ARM 14 is very low, you will take serious damage from anything that hits you. He also likes to spend his focus, so you must be aware of threats. *Relies very heavily on Prowl and Repo [3] to contribute and still survive. He will need to take one or two models to help keep him safe. *Very restricted in spells he wants off the rack. He is simply not very good at casting spells, nor does he generally have the focus to bother. == Tricks: == *Boris can do a cloud wall at a push. Walk him up to the side of LOS blocking terrain, drop an Unnatural Darkness on himself, and Repo behind it. This also works with models like Snipers as long as you don't mind sacrificing the model. *The usual Boris gunline lists are almost tailor made for gunning down models that rely on spells to protect them. For example, Carver and his War Boar die very trivially when you can Grevious Wound the pig and ignore Batten Down the Hatches. Remember, you ignore the +3 ARM, not the -2 DEF *Boris is squishy, so having a guardian Dire Wolf with Shield Guard and a Shield gives him access to Steady, Blast Resistance and a Shield Guard. *Boris likes to play aggressively, but you must identify your threats. Can your opponent ignore Stealth? Do they have access to blasts or Electro Leaps? Will Prowl save you or are you better off staying back? ARM 14 won't save you from much. *You should always be looking to apply Boris' gun. It's a big part of playing him. He can stay very safe behind terrain features or his Warjacks. == Borisyuk List Design == === Recommended choices === === Example list === Below is a common style of list. Boris supports it with Dark Unraveling and Feat, allowing it to put out a lot of high quality, buff ignoring attacks. Boris 100 Khador - Winter Korps Grand Melee - 100 pts PC CARD Kapitan Ilari Borisyuk SPELL - Superiority SPELL - Avenging Force 10 Dire Wolf 1 1 HEAD - Shield Guard 6 RIGHT ARM - Bombard 3 LEFT ARM - Scrap Saw 11 Dire Wolf 2 1 HEAD - Shield Guard 6 RIGHT ARM - Bombard 4 LEFT ARM - Plow-Shield 14 Great Bear 1 1 HEAD - Slammer 8 RIGHT ARM - Heavy Cannon 5 LEFT ARM - Battle Axe 14 Great Bear 2 1 HEAD - Slammer 8 RIGHT ARM - Heavy Cannon 5 LEFT ARM - Battle Axe 15 Great Bear 3 2 HEAD - Aggressive 7 RIGHT ARM - Battle Mace 6 LEFT ARM - Heavy Cannon Shield 15 Great Bear 4 2 HEAD - Aggressive 7 RIGHT ARM - Battle Mace 6 LEFT ARM - Heavy Cannon Shield 3 Koldun Lord Damien Korovnik 5 Krueger, Wrath of Blighterghast 4 Magziev Zariyah Volkova 4 Arkanists 4 Winter Korps Snipers 1 Winter Korps Hunting Dog Defenses DEFENSE 1 - Barrier DEFENSE 2 - Fire Pit DEFENSE 1 - Fire Pit PC COMMAND CARD Defenses Old Faithful Power Swell Put the Fires Out Sapper TOTAL POINTS 100/100 Used by Robert McCormick at Bokur Brawl 2024 == Lore and Trivia == {{Winter Korps Footer}} 756409b59d5ef58eedf5c91c915508548bb65d4d Main Page 0 1 113 1 2024-07-05T02:50:39Z Gedditoffme 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Warcaster Academy is a wiki dedicated to strategy for Warmachine Mk4! == How to use == Click on the sidebar, find your faction and explore. Or search for a model. If you disagree with what you see, hit 'edit' at the top and add your own insights. == For editors == There's still a lot of red links, or incomplete articles. We'd love your help, even if just for one model or one section. * [[Editors Style Guide]] gives some advice for editing * For consistency when making a new page, please copy an existing article and modify * Feel free to dive in, or only start with a single section of an article. * Don't know what you're doing? That's fine: doing is the best way to learn ** Search for guides on mediawiki code if you want to use advanced features ** Mistakes can be fixed Focus for now is on Mk4 factions, with Legacy a second priority. See [[Wiki Scope]] for more. cac08629fc7acb6b206c1e3eef430be66eeecf99 Links and Podcasts 0 52 115 2024-07-05T03:02:01Z Gedditoffme 2 Created page with "Please add a link to your homepage, podcast, youtube Channel here. Dot point form, with one line per series/ site. == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to br..." wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. Dot point form, with one line per series/ site. == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: War Machine Battle reports and discussions ad507947afb5c8beaabb5c205f89c80ab784da7e 116 115 2024-07-05T03:02:31Z Gedditoffme 2 wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: War Machine Battle reports and discussions 4623a4e863e4c145901f5458817d493cdc6698bd 117 116 2024-07-05T03:03:02Z Gedditoffme 2 wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. 17fe485f3b15e498eddf7cb09ca51e4a86ba2370 137 117 2024-07-05T05:07:40Z 2405:6E00:640:37B0:ED72:3C3A:6BEA:7EEE 0 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. 0afa78a761466b0da370c11caa8669305765b415 139 137 2024-07-05T05:35:02Z 2603:9009:502:6D54:252B:8D6A:4F9A:2D84 0 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. 46fc4d1bca8515d71f0f7e3b3283ce915fdb2f98 143 139 2024-07-05T09:22:26Z 79.171.252.22 0 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://open.spotify.com/show/4kU3eAWiBi8Ooe8eLQrTW5| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. 53159148ab9f8c67042ee3f66912835d289d1144 144 143 2024-07-05T09:24:22Z 79.171.252.22 0 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://open.spotify.com/episode/27ZVbM4j39WzNdPy3X9s06| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. c9638cb693f7a2674bf2d07fcea5622ce8e0e684 145 144 2024-07-05T09:25:45Z 79.171.252.22 0 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. 0e1987104813b58470d66b41ee07c39846c769db Warcaster Blank Template 0 53 118 2024-07-05T03:14:18Z Gedditoffme 2 Created page with "== == <!-- Flavour text from official selling points --> [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;..." wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Doomsayer|6|1|12|* '''Magical''' * '''Dispel'''- When this weapon hits a model / unit, upkeep spells and animi on that model / unit immediately expire.}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Storm of Ages === === Spells === <!--Try to set templates for the spells, list them out--> Choose 3 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..> : == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 03330e4b49a81a2a4afada1aa723819546acdce8 119 118 2024-07-05T03:14:52Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Storm of Ages === === Spells === <!--Try to set templates for the spells, list them out--> Choose 3 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..> : == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 2e16948b09c9df6c633c430cb520bbdc431c5236 120 119 2024-07-05T03:15:24Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Name === === Spells === <!--Try to set templates for the spells, list them out--> Choose 3 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..> : == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 978c679bed84cba3fed8d1a5d9609b6453860bef 121 120 2024-07-05T03:15:58Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Name === === Spells === <!--Try to set templates for the spells, list them out--> Choose 3 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..> == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 6da6b644e4f38b0a4f30b19a7396dc8453783ac4 122 121 2024-07-05T03:16:49Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Name === === Spells === <!--Try to set templates for the spells, list them out--> Choose 3 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..> Paste here == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 8ea69fa4644ff1a3676301eae547db272dbd022f 123 122 2024-07-05T03:17:09Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Name === === Spells === <!--Try to set templates for the spells, list them out--> Choose 3 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} af47697de8e803bb29b500b5651e53203797f879 Warjack Loadout Blank Template 0 54 124 2024-07-05T03:22:44Z Gedditoffme 2 Created page with "== == <!-- Flavour text from official selling points --> [[File:Dire Wolf.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 11 || <!--Arm--> 19 || <!--H..." wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Dire Wolf.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 11 || <!--Arm--> 19 || <!--HP--> 30 |} ===Abilities:=== <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === === Left Arm === <big>Flame Fist PC4</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Pistol''' *'''Fire type, Continuous fire'''}} {{Melee Weapon|<!--Name-->Open Fist|<!--MAT-->6|<!--RNG-->1|<!--POW-->14| * '''Throw'''}} <big>Heavy Chain Gun PC6</big> {{Ranged Weapon|<!--Name-->Heavy Chain Gun|<!--RAT-->5|<!--Rng-->10|<!--ROF-->D3+1|<!--AOE-->-|<!--POW-->12|*'''Volume Fire'''}} <big>Plow Shield PC4</big> {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Granted Girded:''' This model and friendly models B2B with it gain Resistance:Blast}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> === Synergy === <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * == Lore and Trivia == {{Winter Korps Footer}} fa50d99210ac87e245370f7d645f738f297e0250 125 124 2024-07-05T03:23:31Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Dire Wolf.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 11 || <!--Arm--> 19 || <!--HP--> 30 |} ===Abilities:=== <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === === Right Arm === === Left Arm === <big>Flame Fist PC4</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Pistol''' *'''Fire type, Continuous fire'''}} {{Melee Weapon|<!--Name-->Open Fist|<!--MAT-->6|<!--RNG-->1|<!--POW-->14| * '''Throw'''}} <big>Heavy Chain Gun PC6</big> {{Ranged Weapon|<!--Name-->Heavy Chain Gun|<!--RAT-->5|<!--Rng-->10|<!--ROF-->D3+1|<!--AOE-->-|<!--POW-->12|*'''Volume Fire'''}} <big>Plow Shield PC4</big> {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Granted Girded:''' This model and friendly models B2B with it gain Resistance:Blast}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> === Synergy === <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Winter Korps Footer}} 7baeb1fc4e82f7c2c68fbc8934d17b970463a9ca 126 125 2024-07-05T03:23:54Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Dire Wolf.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 11 || <!--Arm--> 19 || <!--HP--> 30 |} ===Abilities:=== <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === === Right Arm === === Left Arm === <big>Flame Fist PC4</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Pistol''' *'''Fire type, Continuous fire'''}} {{Melee Weapon|<!--Name-->Open Fist|<!--MAT-->6|<!--RNG-->1|<!--POW-->14| * '''Throw'''}} <big>Heavy Chain Gun PC6</big> {{Ranged Weapon|<!--Name-->Heavy Chain Gun|<!--RAT-->5|<!--Rng-->10|<!--ROF-->D3+1|<!--AOE-->-|<!--POW-->12|*'''Volume Fire'''}} <big>Plow Shield PC4</big> {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Granted Girded:''' This model and friendly models B2B with it gain Resistance:Blast}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Winter Korps Footer}} 84f7903fe52c7ee2a7302d78c9214a9bb33e8fef Model Blank Template 0 55 127 2024-07-05T03:26:56Z Gedditoffme 2 Created page with "== == <!-- Flavour text from official selling points --> [[File:Shock Trooper Gunners.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 ||..." wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Shock Trooper Gunners.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--HP--> 16 |} ===Abilities:=== <div class="mw-collapsible mw-collapsed"> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Winter Korps Footer}} 4787a6a186dbde7beb63381ccf764ea01bc0be10 128 127 2024-07-05T03:27:25Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Shock Trooper Gunners.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--HP--> 16 |} ===Abilities:=== == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Winter Korps Footer}} cb415dd7e0d30b71304f72a6d549ded2902ba82e 129 128 2024-07-05T03:29:08Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Shock Trooper Gunners.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--HP--> 5 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|<!--Name-->Cannon |<!--RAT-->6|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->15| *'''Beat Back''' *'''Critical Knockdown'''}} {{Melee Weapon|<!--Name-->Ice Hammer|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|* '''Critical Freeze'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Winter Korps Footer}} 2dad05687e4f651ce3881df02837cab368fdcc8e Editors Style Guide 0 6 130 31 2024-07-05T03:32:12Z Gedditoffme 2 wikitext text/x-wiki Wikis grow organically based on the enthusiasm of editors, however a consistent style and quality helps ensure a useful resource for readers. == Templates == Copy and paste an existing page and follow the same format. Some 'blank' pages with comments & guidance are below - just 'edit', copy and paste to the new page, and start filling in the blanks. * [[Model Blank Template]] for most units, solos etc * [[Warcaster Blank Template]] for Warcasters, Warlocks, Monstrosities * [[Warjack Loadout Blank Template]] for Mk4 Warjacks, Warbeasts or Monstrosities with multiple weapon options == Rules for editors == === 1 Please edit! === We want as many voices as possible. * If a page is missing from your faction, start it. * If a synergy, or awesome play is missing from your favourite model, edit the article to add it * If it's your first time and you make a mistake, someone can clean it up. This resource will only be as good as the community can make it - and we'd love your input === 2 Be Positive === Presumption that a model was designed with a purpose, and find the reason to use it. "PP Plz Buff" is not the goal of this wiki. * Focus on the good points rather than what is missing. * If the model is overshadowed by a model with a similar role, feel free to call it out and why. But don't dwell too long on this, and highlight the positive point of difference. * A cheap model will be missing some things: consider its value. === 3 Explain Why === Use good but brief reasoning to say why. * Instead of "Synergy with Krol", say "Krol's leadership ability gives Wrecking Crew tough while within 10" === 4 Be respectful === * We're here because we enjoy Warmachine! Be nice * Seek to understand or expand if you don't agree with an edit. Be curious about the difference, and don't revert changes without exploring more. = Wiki Structure = The goal is for each of the following to exist * A landing page for each army, including an index of available models and general playstyle * A page for each model * A template page for each spell 06aa2f65affcacaa448665f01acae7bb70475ddb 131 130 2024-07-05T03:33:57Z Gedditoffme 2 wikitext text/x-wiki Wikis grow organically based on the enthusiasm of editors, however a consistent style and quality helps ensure a useful resource for readers. == Templates == Copy and paste an existing page and follow the same format. Some 'blank' pages with comments & guidance are below - just 'edit', copy and paste to the new page, and start filling in the blanks. * [[Model Blank Template]] for most units, solos etc * [[Warcaster Blank Template]] for Warcasters, Warlocks, Monstrosities * [[Warjack Loadout Blank Template]] for Mk4 Warjacks, Warbeasts or Monstrosities with multiple weapon options == Naming conventions == Pages are named after models exactly as written in the app Characters can be shortened to just the the single name (and number if necessary) on the model's profile. Redirect links should take the single name to their full page. == Rules for editors == === 1 Please edit! === We want as many voices as possible. * If a page is missing from your faction, start it. * If a synergy, or awesome play is missing from your favourite model, edit the article to add it * If it's your first time and you make a mistake, someone can clean it up. This resource will only be as good as the community can make it - and we'd love your input === 2 Be Positive === Presumption that a model was designed with a purpose, and find the reason to use it. "PP Plz Buff" is not the goal of this wiki. * Focus on the good points rather than what is missing. * If the model is overshadowed by a model with a similar role, feel free to call it out and why. But don't dwell too long on this, and highlight the positive point of difference. * A cheap model will be missing some things: consider its value. === 3 Explain Why === Use good but brief reasoning to say why. * Instead of "Synergy with Krol", say "Krol's leadership ability gives Wrecking Crew tough while within 10" === 4 Be respectful === * We're here because we enjoy Warmachine! Be nice * Seek to understand or expand if you don't agree with an edit. Be curious about the difference, and don't revert changes without exploring more. = Wiki Structure = The goal is for each of the following to exist * A landing page for each army, including an index of available models and general playstyle * A page for each model * A template page for each spell 5301daa5ad7211a3b57a8cf735c9440e962aa993 Orgoth Sea Raiders 0 40 132 100 2024-07-05T05:00:08Z 2405:6E00:640:37B0:ED72:3C3A:6BEA:7EEE 0 /* Why Play Orgoth Sea Raiders */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. A lot of your models have spell ward and windstorm is a ubiquitous spell for the faction, providing it with a lot of great tools to keep it safe from harm on the approach and allow more of the army to get into melee. Ultimately, the faction's main identifying feature is that it is a defensive faction, and as such it's usually left to have a few pieces hit very hard at the start of your activation. If you're ok with sustaining losses, but getting the job done with whatever you have left anyway, this may be the faction for you. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === === [[Kishtaar, The Howling Silence]] === === [[Oriax, the Soul Slaver]] === === [[Sabbreth, The Eternal Annihlation]] === {{Orgoth Sea Raiders Footer}} 65f6016dde8ce3fea10763955e6bd9be312839fa 133 132 2024-07-05T05:01:51Z 2405:6E00:640:37B0:ED72:3C3A:6BEA:7EEE 0 /* Horruskh, The Thousand Wraths */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. A lot of your models have spell ward and windstorm is a ubiquitous spell for the faction, providing it with a lot of great tools to keep it safe from harm on the approach and allow more of the army to get into melee. Ultimately, the faction's main identifying feature is that it is a defensive faction, and as such it's usually left to have a few pieces hit very hard at the start of your activation. If you're ok with sustaining losses, but getting the job done with whatever you have left anyway, this may be the faction for you. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is one of the few casters in the game possessed of multiple feats. His first feat is that he gives his entire army +3 arm and makes their toughs work on 4+. His second feat is that he lets you re-roll a bunch of sub-par rolls into better ones, effectively mitigating your baseline. His final feat is that he hits at PS18 8 times, meaning he often gets to screw up a heavy or two on his way in. If you like a slower playstyle with a highly dynamic caster who's as at peace on the frontline as he is in your backline, this is the caster for you. === [[Kishtaar, The Howling Silence]] === === [[Oriax, the Soul Slaver]] === === [[Sabbreth, The Eternal Annihlation]] === {{Orgoth Sea Raiders Footer}} d853b8e22fe34f2e3a2f1249957d49150543f9ff 134 133 2024-07-05T05:02:52Z 2405:6E00:640:37B0:ED72:3C3A:6BEA:7EEE 0 /* Kishtaar, The Howling Silence */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. A lot of your models have spell ward and windstorm is a ubiquitous spell for the faction, providing it with a lot of great tools to keep it safe from harm on the approach and allow more of the army to get into melee. Ultimately, the faction's main identifying feature is that it is a defensive faction, and as such it's usually left to have a few pieces hit very hard at the start of your activation. If you're ok with sustaining losses, but getting the job done with whatever you have left anyway, this may be the faction for you. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is one of the few casters in the game possessed of multiple feats. His first feat is that he gives his entire army +3 arm and makes their toughs work on 4+. His second feat is that he lets you re-roll a bunch of sub-par rolls into better ones, effectively mitigating your baseline. His final feat is that he hits at PS18 8 times, meaning he often gets to screw up a heavy or two on his way in. If you like a slower playstyle with a highly dynamic caster who's as at peace on the frontline as he is in your backline, this is the caster for you. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. She lives life on the edge, with fire group and open fire often meaning she has very little focus to use for herself. IF you want to run a gunline that's effectively +5 range on enemy gunlines before their modifiers, this is the caster for you. === [[Oriax, the Soul Slaver]] === === [[Sabbreth, The Eternal Annihlation]] === {{Orgoth Sea Raiders Footer}} 119deb342a38da338718177e64011834353d17eb 135 134 2024-07-05T05:03:44Z 2405:6E00:640:37B0:ED72:3C3A:6BEA:7EEE 0 /* Oriax, the Soul Slaver */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. A lot of your models have spell ward and windstorm is a ubiquitous spell for the faction, providing it with a lot of great tools to keep it safe from harm on the approach and allow more of the army to get into melee. Ultimately, the faction's main identifying feature is that it is a defensive faction, and as such it's usually left to have a few pieces hit very hard at the start of your activation. If you're ok with sustaining losses, but getting the job done with whatever you have left anyway, this may be the faction for you. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is one of the few casters in the game possessed of multiple feats. His first feat is that he gives his entire army +3 arm and makes their toughs work on 4+. His second feat is that he lets you re-roll a bunch of sub-par rolls into better ones, effectively mitigating your baseline. His final feat is that he hits at PS18 8 times, meaning he often gets to screw up a heavy or two on his way in. If you like a slower playstyle with a highly dynamic caster who's as at peace on the frontline as he is in your backline, this is the caster for you. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. She lives life on the edge, with fire group and open fire often meaning she has very little focus to use for herself. IF you want to run a gunline that's effectively +5 range on enemy gunlines before their modifiers, this is the caster for you. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Sabbreth, The Eternal Annihlation]] === {{Orgoth Sea Raiders Footer}} d7f531d05907490bbdd796069ce6a67dd62bc18c 136 135 2024-07-05T05:06:01Z 2405:6E00:640:37B0:ED72:3C3A:6BEA:7EEE 0 /* Sabbreth, The Eternal Annihlation */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. A lot of your models have spell ward and windstorm is a ubiquitous spell for the faction, providing it with a lot of great tools to keep it safe from harm on the approach and allow more of the army to get into melee. Ultimately, the faction's main identifying feature is that it is a defensive faction, and as such it's usually left to have a few pieces hit very hard at the start of your activation. If you're ok with sustaining losses, but getting the job done with whatever you have left anyway, this may be the faction for you. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is one of the few casters in the game possessed of multiple feats. His first feat is that he gives his entire army +3 arm and makes their toughs work on 4+. His second feat is that he lets you re-roll a bunch of sub-par rolls into better ones, effectively mitigating your baseline. His final feat is that he hits at PS18 8 times, meaning he often gets to screw up a heavy or two on his way in. If you like a slower playstyle with a highly dynamic caster who's as at peace on the frontline as he is in your backline, this is the caster for you. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. She lives life on the edge, with fire group and open fire often meaning she has very little focus to use for herself. IF you want to run a gunline that's effectively +5 range on enemy gunlines before their modifiers, this is the caster for you. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Sabbreth, The Eternal Annihlation]] === {{Orgoth Sea Raiders Footer}} Sabbreth is a modern take on the classic question "what if my threat range was the board". She's essentially a less horrific version of Mk III Arkadius, with a 17" threat in her back pocket at all times. Her army hits like a truck and she can often do way more damage than she has any right to on her turn, but she also has a side gig in dying because she's constantly running low on focus. She can do a couple really cool things per turn, but it's up to you to decide which of those cool things she will do. If you like going fast and hitting hard, she's your girl. c7aa463c9ac9b680f62196cc9f18f104e1ec59e5 Khador Winter Korps 0 31 140 81 2024-07-05T05:50:39Z Challenger 7 /* Why Play Winter Korps */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * Man-O-War - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * Excellent mercenary support - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. === [[Kapitan Ilari Borisyuk]] === === [[Kapitan Yana Kovoskiy]] === === [[Kommander Tatiana Sikora]] === === [[Kommander Valerii Savaryn]] === {{Winter Korps Footer}} 54ff6210e9e6f846340af9da91cc8c1e572da4a5 141 140 2024-07-05T05:50:54Z Challenger 7 /* Why Play Winter Korps */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. === [[Kapitan Ilari Borisyuk]] === === [[Kapitan Yana Kovoskiy]] === === [[Kommander Tatiana Sikora]] === === [[Kommander Valerii Savaryn]] === {{Winter Korps Footer}} 322cc7adedca55a2c57b1c7570af1c75664586a4 146 141 2024-07-05T09:31:37Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Kapitan Ekaterina Baranova */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. Her worst Problem is she tends to want to do everything above all at once, but never has enough Focus to do more then one of those Things. However, Power Swell give you the extra Focus for the one Turn that might win you the Game. If you want learn to play the Ressource Management Minigame of Warmachine Focus-Armys, she is the Warcaster for you. === [[Kapitan Ilari Borisyuk]] === === [[Kapitan Yana Kovoskiy]] === === [[Kommander Tatiana Sikora]] === === [[Kommander Valerii Savaryn]] === {{Winter Korps Footer}} c067e81c5248e911bff06df9fdaacb34231995d8 147 146 2024-07-05T09:41:02Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Kapitan Ilari Borisyuk */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. Her worst Problem is she tends to want to do everything above all at once, but never has enough Focus to do more then one of those Things. However, Power Swell give you the extra Focus for the one Turn that might win you the Game. If you want learn to play the Ressource Management Minigame of Warmachine Focus-Armys, she is the Warcaster for you. === [[Kapitan Ilari Borisyuk]] === He is the Widowmaker Caster of the Winter Korps. Sadly that doesn't mean he bringt something special for this Unit. What he bring, is an extremely good Gun, with very good Shot Types to Support his Army or contribute to the Game himself. Actually he rather like to Shoot with his Gun then casting Spells, so most of the Time you will find yourself just Upkeep one or two Spells, using the Rest of his Focus to Boost his Shots or buy a Second one and try to save as many Focus on him as you can, because he tends to die really fast due to his very low Arm of 14 and only 16 Boxes. He has Prowl at least, which saves him a little bit. Before the Release of the Mastodon he was probably Khadors best Answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allow you to effectively activate your whole Battlegroup once, before actually activating it. However, there are many Effects outside there preventing the Trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the Moment. It should be noted, that he can be the absolute King of Low-Point Games, due to the simple Fact, that his Shot Types there matter even more and he can pick out a Model per Turn himself at such Games. === [[Kapitan Yana Kovoskiy]] === === [[Kommander Tatiana Sikora]] === === [[Kommander Valerii Savaryn]] === {{Winter Korps Footer}} d2e9d6d2c9c3dbd30479b4d2b19d0a0c27887381 148 147 2024-07-05T09:44:57Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Kapitan Yana Kovoskiy */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. Her worst Problem is she tends to want to do everything above all at once, but never has enough Focus to do more then one of those Things. However, Power Swell give you the extra Focus for the one Turn that might win you the Game. If you want learn to play the Ressource Management Minigame of Warmachine Focus-Armys, she is the Warcaster for you. === [[Kapitan Ilari Borisyuk]] === He is the Widowmaker Caster of the Winter Korps. Sadly that doesn't mean he bringt something special for this Unit. What he bring, is an extremely good Gun, with very good Shot Types to Support his Army or contribute to the Game himself. Actually he rather like to Shoot with his Gun then casting Spells, so most of the Time you will find yourself just Upkeep one or two Spells, using the Rest of his Focus to Boost his Shots or buy a Second one and try to save as many Focus on him as you can, because he tends to die really fast due to his very low Arm of 14 and only 16 Boxes. He has Prowl at least, which saves him a little bit. Before the Release of the Mastodon he was probably Khadors best Answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allow you to effectively activate your whole Battlegroup once, before actually activating it. However, there are many Effects outside there preventing the Trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the Moment. It should be noted, that he can be the absolute King of Low-Point Games, due to the simple Fact, that his Shot Types there matter even more and he can pick out a Model per Turn himself at such Games. === [[Kapitan Yana Kovoskiy]] === [Place Holder] She is the Melee-Caster of the Winterkorps Army. Sadly the Army isn't really a Melee-Army at all, missing a spamable Melee Unit and also missing a 5 Grunts Small Base Unit. Her Role is diminished even more by the Fact, Sikora exists and simply does a much better Job at pumping up Khadors Troops for Melee (and really cheap Beatstick Heavys). She was designed clearly for the Second Khador Army which will come in the Future and for which she will work, because her Kit screams she wants to play Cavalry, but at this Point Khador has none. === [[Kommander Tatiana Sikora]] === === [[Kommander Valerii Savaryn]] === {{Winter Korps Footer}} b60637cfa66e1bde5a95a4515ebd3d71991a9eb4 149 148 2024-07-05T09:45:28Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Kapitan Yana Kovoskiy */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. Her worst Problem is she tends to want to do everything above all at once, but never has enough Focus to do more then one of those Things. However, Power Swell give you the extra Focus for the one Turn that might win you the Game. If you want learn to play the Ressource Management Minigame of Warmachine Focus-Armys, she is the Warcaster for you. === [[Kapitan Ilari Borisyuk]] === He is the Widowmaker Caster of the Winter Korps. Sadly that doesn't mean he bringt something special for this Unit. What he bring, is an extremely good Gun, with very good Shot Types to Support his Army or contribute to the Game himself. Actually he rather like to Shoot with his Gun then casting Spells, so most of the Time you will find yourself just Upkeep one or two Spells, using the Rest of his Focus to Boost his Shots or buy a Second one and try to save as many Focus on him as you can, because he tends to die really fast due to his very low Arm of 14 and only 16 Boxes. He has Prowl at least, which saves him a little bit. Before the Release of the Mastodon he was probably Khadors best Answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allow you to effectively activate your whole Battlegroup once, before actually activating it. However, there are many Effects outside there preventing the Trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the Moment. It should be noted, that he can be the absolute King of Low-Point Games, due to the simple Fact, that his Shot Types there matter even more and he can pick out a Model per Turn himself at such Games. === [[Kapitan Yana Kovoskiy]] === [Place Holder] She is the Melee-Caster of the Winterkorps Army. Sadly the Army isn't really a Melee-Army at all, missing a spamable Melee Unit and also missing a 5 Grunts Small Base Melee Unit. Her Role is diminished even more by the Fact, Sikora exists and simply does a much better Job at pumping up Khadors Troops for Melee (and really cheap Beatstick Heavys). She was designed clearly for the Second Khador Army which will come in the Future and for which she will work, because her Kit screams she wants to play Cavalry, but at this Point Khador has none. === [[Kommander Tatiana Sikora]] === === [[Kommander Valerii Savaryn]] === {{Winter Korps Footer}} 3efb6ac2c5fe981a100af536ec976150dfc7ba80 150 149 2024-07-05T09:47:04Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Kommander Tatiana Sikora */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. Her worst Problem is she tends to want to do everything above all at once, but never has enough Focus to do more then one of those Things. However, Power Swell give you the extra Focus for the one Turn that might win you the Game. If you want learn to play the Ressource Management Minigame of Warmachine Focus-Armys, she is the Warcaster for you. === [[Kapitan Ilari Borisyuk]] === He is the Widowmaker Caster of the Winter Korps. Sadly that doesn't mean he bringt something special for this Unit. What he bring, is an extremely good Gun, with very good Shot Types to Support his Army or contribute to the Game himself. Actually he rather like to Shoot with his Gun then casting Spells, so most of the Time you will find yourself just Upkeep one or two Spells, using the Rest of his Focus to Boost his Shots or buy a Second one and try to save as many Focus on him as you can, because he tends to die really fast due to his very low Arm of 14 and only 16 Boxes. He has Prowl at least, which saves him a little bit. Before the Release of the Mastodon he was probably Khadors best Answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allow you to effectively activate your whole Battlegroup once, before actually activating it. However, there are many Effects outside there preventing the Trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the Moment. It should be noted, that he can be the absolute King of Low-Point Games, due to the simple Fact, that his Shot Types there matter even more and he can pick out a Model per Turn himself at such Games. === [[Kapitan Yana Kovoskiy]] === [Place Holder] She is the Melee-Caster of the Winterkorps Army. Sadly the Army isn't really a Melee-Army at all, missing a spamable Melee Unit and also missing a 5 Grunts Small Base Melee Unit. Her Role is diminished even more by the Fact, Sikora exists and simply does a much better Job at pumping up Khadors Troops for Melee (and really cheap Beatstick Heavys). She was designed clearly for the Second Khador Army which will come in the Future and for which she will work, because her Kit screams she wants to play Cavalry, but at this Point Khador has none. === [[Kommander Tatiana Sikora]] === [Place Holder] Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. === [[Kommander Valerii Savaryn]] === {{Winter Korps Footer}} 8c933b5ed5360e7f979c63c3fcadc0fa23d09b09 Trollbloods Storm of the North 0 56 142 2024-07-05T09:07:31Z 83.5.172.35 0 Created page with "Storm of the North is considered to be the most superior faction of all Warmachine ever. It is so powerful they had to call for reinforcements to fight it. And this is how MKIV was created." wikitext text/x-wiki Storm of the North is considered to be the most superior faction of all Warmachine ever. It is so powerful they had to call for reinforcements to fight it. And this is how MKIV was created. a2a290240edd47d797b4a89e6e05e9747e00d681 Khador Winter Korps 0 31 151 150 2024-07-05T09:51:48Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Kommander Valerii Savaryn */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. Her worst Problem is she tends to want to do everything above all at once, but never has enough Focus to do more then one of those Things. However, Power Swell give you the extra Focus for the one Turn that might win you the Game. If you want learn to play the Ressource Management Minigame of Warmachine Focus-Armys, she is the Warcaster for you. === [[Kapitan Ilari Borisyuk]] === He is the Widowmaker Caster of the Winter Korps. Sadly that doesn't mean he bringt something special for this Unit. What he bring, is an extremely good Gun, with very good Shot Types to Support his Army or contribute to the Game himself. Actually he rather like to Shoot with his Gun then casting Spells, so most of the Time you will find yourself just Upkeep one or two Spells, using the Rest of his Focus to Boost his Shots or buy a Second one and try to save as many Focus on him as you can, because he tends to die really fast due to his very low Arm of 14 and only 16 Boxes. He has Prowl at least, which saves him a little bit. Before the Release of the Mastodon he was probably Khadors best Answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allow you to effectively activate your whole Battlegroup once, before actually activating it. However, there are many Effects outside there preventing the Trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the Moment. It should be noted, that he can be the absolute King of Low-Point Games, due to the simple Fact, that his Shot Types there matter even more and he can pick out a Model per Turn himself at such Games. === [[Kapitan Yana Kovoskiy]] === [Place Holder] She is the Melee-Caster of the Winterkorps Army. Sadly the Army isn't really a Melee-Army at all, missing a spamable Melee Unit and also missing a 5 Grunts Small Base Melee Unit. Her Role is diminished even more by the Fact, Sikora exists and simply does a much better Job at pumping up Khadors Troops for Melee (and really cheap Beatstick Heavys). She was designed clearly for the Second Khador Army which will come in the Future and for which she will work, because her Kit screams she wants to play Cavalry, but at this Point Khador has none. === [[Kommander Tatiana Sikora]] === [Place Holder] Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. === [[Kommander Valerii Savaryn]] === {{Winter Korps Footer}} [Place Holder] The beast Caster Khador has to offer and contestant for the best Caster in the Game. He pumps most of our Things up to 11, even has +2 Attack and Damage Buff for Mercenaries and can speed up a Jack to ludicrous Levels of Movement, due to the Fact he can combine Escort and Superiority. His Feat allows his Army to basically shoot everything, everywhere, all at once, without any Defense Tech for the Enemy. If you are just looking for a very strong Caster, with good Abilities and a good Spelllist, he is your Guy. 1161b320a3415206e82a8c16812b45ee84bc9271 152 151 2024-07-05T09:52:08Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Kommander Valerii Savaryn */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. Her worst Problem is she tends to want to do everything above all at once, but never has enough Focus to do more then one of those Things. However, Power Swell give you the extra Focus for the one Turn that might win you the Game. If you want learn to play the Ressource Management Minigame of Warmachine Focus-Armys, she is the Warcaster for you. === [[Kapitan Ilari Borisyuk]] === He is the Widowmaker Caster of the Winter Korps. Sadly that doesn't mean he bringt something special for this Unit. What he bring, is an extremely good Gun, with very good Shot Types to Support his Army or contribute to the Game himself. Actually he rather like to Shoot with his Gun then casting Spells, so most of the Time you will find yourself just Upkeep one or two Spells, using the Rest of his Focus to Boost his Shots or buy a Second one and try to save as many Focus on him as you can, because he tends to die really fast due to his very low Arm of 14 and only 16 Boxes. He has Prowl at least, which saves him a little bit. Before the Release of the Mastodon he was probably Khadors best Answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allow you to effectively activate your whole Battlegroup once, before actually activating it. However, there are many Effects outside there preventing the Trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the Moment. It should be noted, that he can be the absolute King of Low-Point Games, due to the simple Fact, that his Shot Types there matter even more and he can pick out a Model per Turn himself at such Games. === [[Kapitan Yana Kovoskiy]] === [Place Holder] She is the Melee-Caster of the Winterkorps Army. Sadly the Army isn't really a Melee-Army at all, missing a spamable Melee Unit and also missing a 5 Grunts Small Base Melee Unit. Her Role is diminished even more by the Fact, Sikora exists and simply does a much better Job at pumping up Khadors Troops for Melee (and really cheap Beatstick Heavys). She was designed clearly for the Second Khador Army which will come in the Future and for which she will work, because her Kit screams she wants to play Cavalry, but at this Point Khador has none. === [[Kommander Tatiana Sikora]] === [Place Holder] Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. === [[Kommander Valerii Savaryn]] === [Place Holder] The beast Caster Khador has to offer and contestant for the best Caster in the Game. He pumps most of our Things up to 11, even has +2 Attack and Damage Buff for Mercenaries and can speed up a Jack to ludicrous Levels of Movement, due to the Fact he can combine Escort and Superiority. His Feat allows his Army to basically shoot everything, everywhere, all at once, without any Defense Tech for the Enemy. If you are just looking for a very strong Caster, with good Abilities and a good Spelllist, he is your Guy. {{Winter Korps Footer}} 9b3f8e3638ddb2ffab30d3727f7085f34f9e09a4 177 152 2024-07-05T12:42:30Z Challenger 7 /* Kapitan Yana Kovoskiy */ I've played Yana quite a lot - i've changed this up to be more positive and to focus on what Yana does well instead of comparisons to Tatiana. wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. Her worst Problem is she tends to want to do everything above all at once, but never has enough Focus to do more then one of those Things. However, Power Swell give you the extra Focus for the one Turn that might win you the Game. If you want learn to play the Ressource Management Minigame of Warmachine Focus-Armys, she is the Warcaster for you. === [[Kapitan Ilari Borisyuk]] === He is the Widowmaker Caster of the Winter Korps. Sadly that doesn't mean he bringt something special for this Unit. What he bring, is an extremely good Gun, with very good Shot Types to Support his Army or contribute to the Game himself. Actually he rather like to Shoot with his Gun then casting Spells, so most of the Time you will find yourself just Upkeep one or two Spells, using the Rest of his Focus to Boost his Shots or buy a Second one and try to save as many Focus on him as you can, because he tends to die really fast due to his very low Arm of 14 and only 16 Boxes. He has Prowl at least, which saves him a little bit. Before the Release of the Mastodon he was probably Khadors best Answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allow you to effectively activate your whole Battlegroup once, before actually activating it. However, there are many Effects outside there preventing the Trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the Moment. It should be noted, that he can be the absolute King of Low-Point Games, due to the simple Fact, that his Shot Types there matter even more and he can pick out a Model per Turn himself at such Games. === [[Kapitan Yana Kovoskiy]] === Yana is Winter Korps fighting caster. She's riding a huge bear, she's got a mountain of initial attacks, and whether she's clearing units of infantry or tearing a heavy apart it's all playing into her strategy of triggering her Conferred Rage ability to buff her Warjacks even further. Yana lists can make decisions about whether they want to maximise Conferred Rage benefits by playing Warjack heavy, or playing infantry who benefit from the feat and her spell list. On a turn by turn she decides whether she's supporting the army passively, or using her focus to get personally involved. Ultimately, Yana is a very rewarding caster with a flexible list build and playstyle who gets an advantage in piece trading and the end-game because she's personally a monster combat model who can battle lust herself. === [[Kommander Tatiana Sikora]] === [Place Holder] Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. === [[Kommander Valerii Savaryn]] === [Place Holder] The beast Caster Khador has to offer and contestant for the best Caster in the Game. He pumps most of our Things up to 11, even has +2 Attack and Damage Buff for Mercenaries and can speed up a Jack to ludicrous Levels of Movement, due to the Fact he can combine Escort and Superiority. His Feat allows his Army to basically shoot everything, everywhere, all at once, without any Defense Tech for the Enemy. If you are just looking for a very strong Caster, with good Abilities and a good Spelllist, he is your Guy. {{Winter Korps Footer}} 194b60824ab3ccd919a879ff420644a3e4694848 Dusk House Kallyss 0 37 153 97 2024-07-05T09:54:46Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Hazaroth, Narcissar of Ruin */ wikitext text/x-wiki == Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === [Place Holder] Super durable and make his Army also super durable === [[Hellyth, Scyir of Nightfall]] === === [[Morayne, The Blade of Twilight]] === === [[Scryafael, Nis-Issyr of Desolations]] === === [[Tyrus, Nis-Arsyr of Spiders]] === {{Dusk House Kallyss Footer}} 08db455805990d65f109f10b0ba26705d14a4b57 154 153 2024-07-05T09:55:48Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Hellyth, Scyir of Nightfall */ wikitext text/x-wiki == Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === [Place Holder] Super durable and make his Army also super durable === [[Hellyth, Scyir of Nightfall]] === [Place Holder] Very high Assassination Potential, probably the Factions best Answer into Def-Skew, very fragile herself, except of her Feat Turn === [[Morayne, The Blade of Twilight]] === === [[Scryafael, Nis-Issyr of Desolations]] === === [[Tyrus, Nis-Arsyr of Spiders]] === {{Dusk House Kallyss Footer}} 74b03b8d4600da0df664a6375c5ebb2f7e541f0d 155 154 2024-07-05T09:58:21Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Morayne, The Blade of Twilight */ wikitext text/x-wiki == Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === [Place Holder] Super durable and make his Army also super durable === [[Hellyth, Scyir of Nightfall]] === [Place Holder] Very high Assassination Potential, probably the Factions best Answer into Def-Skew, very fragile herself, except of her Feat Turn === [[Morayne, The Blade of Twilight]] === [Place Holder] Extremely mobile herself, can fix everything you need to be fixed due to Mortality and Spell Rack 3, very good Feat and high gotcha' Potential due to her ''Funeral Rites'' Rule. Very Mercenary Friendly because of Mortality debuffs the enemy and so applys for everyone in your own Army. At this Point, one of the best Casters in Game. === [[Scryafael, Nis-Issyr of Desolations]] === === [[Tyrus, Nis-Arsyr of Spiders]] === {{Dusk House Kallyss Footer}} 31967b3abe507987a27262f193738330ab5289a3 156 155 2024-07-05T10:05:36Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Scryafael, Nis-Issyr of Desolations */ wikitext text/x-wiki == Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === [Place Holder] Super durable and make his Army also super durable === [[Hellyth, Scyir of Nightfall]] === [Place Holder] Very high Assassination Potential, probably the Factions best Answer into Def-Skew, very fragile herself, except of her Feat Turn === [[Morayne, The Blade of Twilight]] === [Place Holder] Extremely mobile herself, can fix everything you need to be fixed due to Mortality and Spell Rack 3, very good Feat and high gotcha' Potential due to her ''Funeral Rites'' Rule. Very Mercenary Friendly because of Mortality debuffs the enemy and so applys for everyone in your own Army. At this Point, one of the best Casters in Game. === [[Scryafael, Nis-Issyr of Desolations]] === [Place Holder] Contestant for the best Caster in Game, toe to toe with Valeri from Winter Korps which can be a hard-counter to her. She brings effectively a +4 Thread Range Buff for one of your Jacks (most of the Time Israfyl), but also can speed up Magnus & Invictus or Carver & Warpig, because on of those Spells is Telekinesis. She has a very powerfull Area-Denial Feat, which allows her to play a really aggressive Szenario Game. The Icing on the Cake is she herself is really hard to assassinate, because with Blade Shield, Girded, Poltergeist, Steady, Def 14 and Arm 17 with 16 Boxes, she is very sturdy. If needed she also can contribute to the fighting directly with two Pow 14 Initials with Beatback and grievous Wounds, Dual Attack and a Power 12, 10'' Spray with Crit Decapitation. === [[Tyrus, Nis-Arsyr of Spiders]] === {{Dusk House Kallyss Footer}} 178f5c19ef4ce86a957714bd34e69436dd5f7f71 157 156 2024-07-05T10:12:27Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Tyrus, Nis-Arsyr of Spiders */ wikitext text/x-wiki == Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === [Place Holder] Super durable and make his Army also super durable === [[Hellyth, Scyir of Nightfall]] === [Place Holder] Very high Assassination Potential, probably the Factions best Answer into Def-Skew, very fragile herself, except of her Feat Turn === [[Morayne, The Blade of Twilight]] === [Place Holder] Extremely mobile herself, can fix everything you need to be fixed due to Mortality and Spell Rack 3, very good Feat and high gotcha' Potential due to her ''Funeral Rites'' Rule. Very Mercenary Friendly because of Mortality debuffs the enemy and so applys for everyone in your own Army. At this Point, one of the best Casters in Game. === [[Scryafael, Nis-Issyr of Desolations]] === [Place Holder] Contestant for the best Caster in Game, toe to toe with Valeri from Winter Korps which can be a hard-counter to her. She brings effectively a +4 Thread Range Buff for one of your Jacks (most of the Time Israfyl), but also can speed up Magnus & Invictus or Carver & Warpig, because on of those Spells is Telekinesis. She has a very powerfull Area-Denial Feat, which allows her to play a really aggressive Szenario Game. The Icing on the Cake is she herself is really hard to assassinate, because with Blade Shield, Girded, Poltergeist, Steady, Def 14 and Arm 17 with 16 Boxes, she is very sturdy. If needed she also can contribute to the fighting directly with two Pow 14 Initials with Beatback and grievous Wounds, Dual Attack and a Power 12, 10'' Spray with Crit Decapitation. === [[Tyrus, Nis-Arsyr of Spiders]] === {{Dusk House Kallyss Footer}} Maybe the most consistent Caster of the Faction. He is the Guy that can stay behind a Building the whole Game, only channeling good Spells and Buffs through his Arc Nodes, feating at some Point and be very happy and good doing this. With a Feat that gives effectuvely an Army wide (yes, again also for Mercenaries) +2 Spd (even better, because it's a Place-Effect), a good native Spell List, the strong Dusk Rack to pick from and enough Focus and Control Range to use all of that, he can be a Nightmare four your Opponent. But don't be fooled when it comes down to the dirty Work. He is still very stable from the Start, with good Stats of Def15, Arm17, 17 Boxes, Undead (which is a Buff at this Time, most of the Time) and the potentially Back-breaking Arcane Vortex. Being still a Vampire Elf, his Melee is not bad at all with Rng2, POW 14, Death Boon and flashing Blade as native Spell. 88924d2e22e818adb6bb68867a55068d286f05b7 158 157 2024-07-05T10:12:54Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Tyrus, Nis-Arsyr of Spiders */ wikitext text/x-wiki == Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === [Place Holder] Super durable and make his Army also super durable === [[Hellyth, Scyir of Nightfall]] === [Place Holder] Very high Assassination Potential, probably the Factions best Answer into Def-Skew, very fragile herself, except of her Feat Turn === [[Morayne, The Blade of Twilight]] === [Place Holder] Extremely mobile herself, can fix everything you need to be fixed due to Mortality and Spell Rack 3, very good Feat and high gotcha' Potential due to her ''Funeral Rites'' Rule. Very Mercenary Friendly because of Mortality debuffs the enemy and so applys for everyone in your own Army. At this Point, one of the best Casters in Game. === [[Scryafael, Nis-Issyr of Desolations]] === [Place Holder] Contestant for the best Caster in Game, toe to toe with Valeri from Winter Korps which can be a hard-counter to her. She brings effectively a +4 Thread Range Buff for one of your Jacks (most of the Time Israfyl), but also can speed up Magnus & Invictus or Carver & Warpig, because on of those Spells is Telekinesis. She has a very powerfull Area-Denial Feat, which allows her to play a really aggressive Szenario Game. The Icing on the Cake is she herself is really hard to assassinate, because with Blade Shield, Girded, Poltergeist, Steady, Def 14 and Arm 17 with 16 Boxes, she is very sturdy. If needed she also can contribute to the fighting directly with two Pow 14 Initials with Beatback and grievous Wounds, Dual Attack and a Power 12, 10'' Spray with Crit Decapitation. === [[Tyrus, Nis-Arsyr of Spiders]] === [Place Holder] Maybe the most consistent Caster of the Faction. He is the Guy that can stay behind a Building the whole Game, only channeling good Spells and Buffs through his Arc Nodes, feating at some Point and be very happy and good doing this. With a Feat that gives effectuvely an Army wide (yes, again also for Mercenaries) +2 Spd (even better, because it's a Place-Effect), a good native Spell List, the strong Dusk Rack to pick from and enough Focus and Control Range to use all of that, he can be a Nightmare four your Opponent. But don't be fooled when it comes down to the dirty Work. He is still very stable from the Start, with good Stats of Def15, Arm17, 17 Boxes, Undead (which is a Buff at this Time, most of the Time) and the potentially Back-breaking Arcane Vortex. Being still a Vampire Elf, his Melee is not bad at all with Rng2, POW 14, Death Boon and flashing Blade as native Spell. {{Dusk House Kallyss Footer}} 759f5da974eb5a97e51fc0eacbb5d2747491a862 Khymaera Shadowflame Shard 0 39 159 99 2024-07-05T10:13:47Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Shyryss, the Flawless Dark */ wikitext text/x-wiki == Why Play Storm Legion == == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === === [[Nyxyan, the Stygian Coil]] === === [[Rassyk, Spawn of Shadows]] === === [[Shyryss, the Flawless Dark]] === {{Khymaera Shadowflame Shard Footer}} [Place Holder] Very good Control-Style Caster 3c35a82dccaceb4209d22a13604435bde407334c 160 159 2024-07-05T10:14:00Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Shyryss, the Flawless Dark */ wikitext text/x-wiki == Why Play Storm Legion == == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === === [[Nyxyan, the Stygian Coil]] === === [[Rassyk, Spawn of Shadows]] === === [[Shyryss, the Flawless Dark]] === [Place Holder] Very good Control-Style Caster {{Khymaera Shadowflame Shard Footer}} 4e253da9e9163ff93a189cb15d7b5a5c2ea3060b 161 160 2024-07-05T10:14:35Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Rassyk, Spawn of Shadows */ wikitext text/x-wiki == Why Play Storm Legion == == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === === [[Nyxyan, the Stygian Coil]] === === [[Rassyk, Spawn of Shadows]] === [Place Holder] Her Main-Gameplan is Spell Assassination and Spell-Slinging is all she is about. === [[Shyryss, the Flawless Dark]] === [Place Holder] Very good Control-Style Caster {{Khymaera Shadowflame Shard Footer}} 9de38f5e2dd72211e7f6007da15a21cd771e37ac 162 161 2024-07-05T10:14:51Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Nyxyan, the Stygian Coil */ wikitext text/x-wiki == Why Play Storm Legion == == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === === [[Nyxyan, the Stygian Coil]] === [Place Holder] Her Main-Gameplan is Spell Assassination and Spell-Slinging is all she is about. === [[Rassyk, Spawn of Shadows]] === [Place Holder] Her Main-Gameplan is Spell Assassination and Spell-Slinging is all she is about. === [[Shyryss, the Flawless Dark]] === [Place Holder] Very good Control-Style Caster {{Khymaera Shadowflame Shard Footer}} 08c4c3397961d0aaa3ad22bfbeaa542301119a78 163 162 2024-07-05T10:15:27Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Rassyk, Spawn of Shadows */ wikitext text/x-wiki == Why Play Storm Legion == == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === === [[Nyxyan, the Stygian Coil]] === [Place Holder] Her Main-Gameplan is Spell Assassination and Spell-Slinging is all she is about. === [[Rassyk, Spawn of Shadows]] === [Place Holder] Very consistent Warrior-Buff Warlock, which likes to play mixed-arms Concepts due to Warpath. === [[Shyryss, the Flawless Dark]] === [Place Holder] Very good Control-Style Caster {{Khymaera Shadowflame Shard Footer}} 9ea803d364b5c4e7cf095a241aff3f8aa2f7a84a 164 163 2024-07-05T10:18:12Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Kyrrax, the Unrelenting Night */ wikitext text/x-wiki == Why Play Storm Legion == == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === [Place Holder] Hard-to-kill Beatstick Warlock, not shy of get into the fray himself. Often is happy with only Upkeep, riding somewhere, hitting something at best, to trigger his ''Alpha Hunter'' Rule and camping 4+ Fury. === [[Nyxyan, the Stygian Coil]] === [Place Holder] Her Main-Gameplan is Spell Assassination and Spell-Slinging is all she is about. === [[Rassyk, Spawn of Shadows]] === [Place Holder] Very consistent Warrior-Buff Warlock, which likes to play mixed-arms Concepts due to Warpath. === [[Shyryss, the Flawless Dark]] === [Place Holder] Very good Control-Style Caster {{Khymaera Shadowflame Shard Footer}} ef8e836fbe42c91b4039eebd0d7e8e421f5e15ff 165 164 2024-07-05T10:18:34Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Why Play Storm Legion */ wikitext text/x-wiki == Why Play Shadowflame Shard == == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === [Place Holder] Hard-to-kill Beatstick Warlock, not shy of get into the fray himself. Often is happy with only Upkeep, riding somewhere, hitting something at best, to trigger his ''Alpha Hunter'' Rule and camping 4+ Fury. === [[Nyxyan, the Stygian Coil]] === [Place Holder] Her Main-Gameplan is Spell Assassination and Spell-Slinging is all she is about. === [[Rassyk, Spawn of Shadows]] === [Place Holder] Very consistent Warrior-Buff Warlock, which likes to play mixed-arms Concepts due to Warpath. === [[Shyryss, the Flawless Dark]] === [Place Holder] Very good Control-Style Caster {{Khymaera Shadowflame Shard Footer}} a14438547e2f87771a1313c7a14cd7544a53d3a1 Convergence of Cyriss 0 57 166 2024-07-05T10:19:59Z Redsnow 8 Created page with "== Why Play Convergence of Cyriss == In terms of playstyle, they are all about inter-model synergies, with your entire army interacting like cogs in a clock. This means they are unbelievably demanding when it comes to synergy, and while they can do powerful focus shenanigans and synergize their units like the best of 'em, they demand a skillful player. There are a few things that stand out for Convergence: * '''Clockwork Vessel''' - Being magically transmuted into cloc..." wikitext text/x-wiki == Why Play Convergence of Cyriss == In terms of playstyle, they are all about inter-model synergies, with your entire army interacting like cogs in a clock. This means they are unbelievably demanding when it comes to synergy, and while they can do powerful focus shenanigans and synergize their units like the best of 'em, they demand a skillful player. There are a few things that stand out for Convergence: * '''Clockwork Vessel''' - Being magically transmuted into clockwork bodies, nearly the entire army are Construct models. Being Constructs makes the army immune to things that affect living models. However, it does make you more susceptible to anti-construct abilities. Also, they may be robots, but they're still being piloted by a soul. Enemy Soul Takers will still be coming for them. * '''Vectors''' - the Convergence warjacks have some diferences that set them apart from normal Warjacks: -They don't have a Cortex, and don't get a free focus from Power Up. Instead they have an Induction Node which lets the Convergence player reuse the same focus over and over again on multiple Vectors - but only if the Vectors position themselves in harmony. -The Vectors don't have their own MAT/RAT stat. Instead the Vector's MAT/RAT stat is always equal to their controller's stat. == Which Caster is for me? == 8bbdf57042136bb7d9ae404005e0d863138315d3 167 166 2024-07-05T10:23:12Z Redsnow 8 wikitext text/x-wiki == Why Play Convergence of Cyriss == In terms of playstyle, they are all about inter-model synergies, with your entire army interacting like cogs in a clock. This means they are unbelievably demanding when it comes to synergy, and while they can do powerful focus shenanigans and synergize their units like the best of 'em, they demand a skillful player. There are a few things that stand out for Convergence: * '''Clockwork Vessel''' - Being magically transmuted into clockwork bodies, nearly the entire army are Construct models. Being Constructs makes the army immune to things that affect living models. However, it does make you more susceptible to anti-construct abilities. Also, they may be robots, but they're still being piloted by a soul. Enemy Soul Takers will still be coming for them. * '''Vectors''' - the Convergence warjacks have some differences that set them apart from normal Warjacks: -They don't have a Cortex, and don't get a free focus from Power Up. Instead they have an Induction Node which lets the Convergence player reuse the same focus over and over again on multiple Vectors - but only if the Vectors position themselves in harmony. -The Vectors don't have their own MAT/RAT stat. Instead the Vector's MAT/RAT stat is always equal to their controller's stat. == Which Caster is for me? == 8296df8710af61c80dbdf822b722c267ef5fec44 171 167 2024-07-05T10:34:09Z Redsnow 8 wikitext text/x-wiki == Why Play Convergence of Cyriss == In terms of playstyle, they are all about inter-model synergies, with your entire army interacting like cogs in a clock. This means they are unbelievably demanding when it comes to synergy, and while they can do powerful focus shenanigans and synergize their units like the best of 'em, they demand a skillful player. There are a few things that stand out for Convergence: * '''Clockwork Vessel''' - Being magically transmuted into clockwork bodies, nearly the entire army are Construct models. Being Constructs makes the army immune to things that affect living models. However, it does make you more susceptible to anti-construct abilities. Also, they may be robots, but they're still being piloted by a soul. Enemy Soul Takers will still gain souls from them. * '''Vectors''' - the Convergence warjacks have some differences that set them apart from normal Warjacks: -They don't have a Cortex, and don't get a free focus from Power Up. Instead they have an Induction Node which lets the Convergence player reuse the same focus over and over again on multiple Vectors - but only if the Vectors position themselves in harmony. -The Vectors don't have their own MAT/RAT stat. Instead the Vector's MAT/RAT stat is always equal to their controller's stat. == Which Caster is for me? == 953d3ee0d99d02785b12f8aadba898b3e8b66f9d Links and Podcasts 0 52 168 145 2024-07-05T10:25:52Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Video series */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. [https://www.youtube.com/@diceandduty/videos]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future e22ceb16a8e677762a486f1f98666eebe89c6f47 169 168 2024-07-05T10:27:04Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Video series */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://www.youtube.com/https://www.youtube.com/@diceandduty/videos]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future 8277469a361b1e4973d71ddeb379d7e600afec43 170 169 2024-07-05T10:28:45Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Video series */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://youtube.com/@diceandduty?si=YoNpeUduIJ9k5wID Dice & Duty]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future 64052a21ea67809963994800e254a00126eaf280 172 170 2024-07-05T10:40:29Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. * [https://open.spotify.com/show/7lZKIcYlA20n56Q8IHMtj1?si=448eeaba49144e41 Dice & Duty] German Speaking, The Podcast of the Community Project with the same Name, not taking everything completely serious and more on doing Things for Fun. Hosted on the magabotato Network, the biggest German Speaking Network for Tabletop COntent. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://youtube.com/@diceandduty?si=YoNpeUduIJ9k5wID Dice & Duty]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future 7c4ebc9d9873c13df9fd062c4deed06a0eeaaec6 173 172 2024-07-05T10:41:04Z 2A02:6D40:3033:3501:D0D0:6B91:F717:8DA5 0 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. * [https://open.spotify.com/show/7lZKIcYlA20n56Q8IHMtj1?si=448eeaba49144e41 Dice & Duty] German Language, The Podcast of the Community Project with the same Name, not taking everything completely serious and more on doing Things for Fun. Hosted on the magabotato Network, the biggest German Speaking Network for Tabletop Content. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://youtube.com/@diceandduty?si=YoNpeUduIJ9k5wID Dice & Duty]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future f04e7c416881b1aee4010fd04bedf3a03a86a595 184 173 2024-07-05T19:41:02Z Thedescriptivebaker 11 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. * [https://open.spotify.com/show/7lZKIcYlA20n56Q8IHMtj1?si=448eeaba49144e41 Dice & Duty] German Language, The Podcast of the Community Project with the same Name, not taking everything completely serious and more on doing Things for Fun. Hosted on the magabotato Network, the biggest German Speaking Network for Tabletop Content. * [https://www.podomatic.com/podcasts/marioreisarruda| Shop Talk: The Cross-Section of a Meta]: An interview series focusing on the Pacific Northwest of North America, and the the Warmachine players and events that exist in our part of the world. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://youtube.com/@diceandduty?si=YoNpeUduIJ9k5wID Dice & Duty]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future bb807e531906e09d0813516db9c2bd52abfbd153 185 184 2024-07-05T19:45:08Z Thedescriptivebaker 11 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. * [https://open.spotify.com/show/7lZKIcYlA20n56Q8IHMtj1?si=448eeaba49144e41 Dice & Duty] German Language, The Podcast of the Community Project with the same Name, not taking everything completely serious and more on doing Things for Fun. Hosted on the magabotato Network, the biggest German Speaking Network for Tabletop Content. * [https://www.podomatic.com/podcasts/marioreisarruda]: An interview series focusing on the Pacific Northwest of North America, and the the Warmachine players and events that exist in our part of the world. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://youtube.com/@diceandduty?si=YoNpeUduIJ9k5wID Dice & Duty]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future 680f7f2a936baca5c08ef96fd8b9359e09bd210c 186 185 2024-07-05T19:46:38Z Thedescriptivebaker 11 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. * [https://open.spotify.com/show/7lZKIcYlA20n56Q8IHMtj1?si=448eeaba49144e41 Dice & Duty] German Language, The Podcast of the Community Project with the same Name, not taking everything completely serious and more on doing Things for Fun. Hosted on the magabotato Network, the biggest German Speaking Network for Tabletop Content. * [https://www.podomatic.com/podcasts/marioreisarruda| Shop Talk: The Cross-Section of a Meta]: An interview series focusing on the Pacific Northwest of North America, and the the Warmachine players and events that exist in our part of the world. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://youtube.com/@diceandduty?si=YoNpeUduIJ9k5wID Dice & Duty]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future bb807e531906e09d0813516db9c2bd52abfbd153 187 186 2024-07-05T19:47:12Z Thedescriptivebaker 11 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. * [https://open.spotify.com/show/7lZKIcYlA20n56Q8IHMtj1?si=448eeaba49144e41 Dice & Duty] German Language, The Podcast of the Community Project with the same Name, not taking everything completely serious and more on doing Things for Fun. Hosted on the magabotato Network, the biggest German Speaking Network for Tabletop Content. * [https://www.podomatic.com/podcasts/marioreisarruda| Shop Talk]: An interview series focusing on the Pacific Northwest of North America, and the the Warmachine players and events that exist in our part of the world. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://youtube.com/@diceandduty?si=YoNpeUduIJ9k5wID Dice & Duty]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future 7d027a2fad503eb62ecf47f5d86e2eef032db2c3 188 187 2024-07-05T19:47:48Z Thedescriptivebaker 11 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. * [https://open.spotify.com/show/7lZKIcYlA20n56Q8IHMtj1?si=448eeaba49144e41 Dice & Duty] German Language, The Podcast of the Community Project with the same Name, not taking everything completely serious and more on doing Things for Fun. Hosted on the magabotato Network, the biggest German Speaking Network for Tabletop Content. * [https://www.podomatic.com/podcasts/marioreisarruda Shop Talk]: An interview series focusing on the Pacific Northwest of North America, and the the Warmachine players and events that exist in our part of the world. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://youtube.com/@diceandduty?si=YoNpeUduIJ9k5wID Dice & Duty]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future 5adff9527a31429d846b9e28f816db214d9ef8ad 189 188 2024-07-05T19:55:59Z Thedescriptivebaker 11 /* Video series */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. * [https://open.spotify.com/show/7lZKIcYlA20n56Q8IHMtj1?si=448eeaba49144e41 Dice & Duty] German Language, The Podcast of the Community Project with the same Name, not taking everything completely serious and more on doing Things for Fun. Hosted on the magabotato Network, the biggest German Speaking Network for Tabletop Content. * [https://www.podomatic.com/podcasts/marioreisarruda Shop Talk]: An interview series focusing on the Pacific Northwest of North America, and the the Warmachine players and events that exist in our part of the world. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://youtube.com/@diceandduty?si=YoNpeUduIJ9k5wID Dice & Duty]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future * [https://youtube.com/@thedescriptivebaker?si=5ZqVdd1WwEhayC8_ Broken Coast Warmachine]: My name is Mario and I record Warmachine games played at the events and hobby nights I attend in and around the Pacific Northwest of North America. These are generally competitive leaning Steamroller games played at the local shop on minis nights, at events or in my basement. The games are unedited and genuine. Note we don't edit for language so viewer discretion is advised. 187b23e993fe7f30ed5af07c581e1bb537e79468 File:Medveditsa.png 6 58 174 2024-07-05T11:06:29Z Redsnow 8 wikitext text/x-wiki warjack image 32f4a1222609eaf372ad68f6564881ed12d2a6ea Medveditsa 0 59 175 2024-07-05T11:19:20Z Redsnow 8 Created page with "== == <!-- Flavour text from official selling points --> [[File:Medveditsa.png|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Medveditsa''' || <!--Spd--> 5 || <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 10 || <!--Arm--> 20/2..." wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Medveditsa.png|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Medveditsa''' || <!--Spd--> 5 || <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 10 || <!--Arm--> 20/22 || <!--HP--> 34 |} ===Abilities:=== Bulldoze <div class="mw-collapsible mw-collapsed"> ==Loadout == <div class="mw-collapsible-content"> === Head === Hand of Vengeance Shield Guard Chain Attack: Grab & Smash === Right Arm === <big> Right Bear Claw </big> {{Melee Weapon|<!--Name-->Bear Claw|<!--MAT-->8|<!--RNG-->1|<!--POW-->18|*'''Open Fist'''<br> *'''Bucker (+1)'''}} === Left Arm === <big> Left Bear Claw</big> {{Melee Weapon|<!--Name-->Bear Claw|<!--MAT-->8|<!--RNG-->1|<!--POW-->18|*'''Open Fist'''<br> *'''Bucker (+1)'''}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * 4cd0ca4b24cf369e9ee25ee5d54703792eebf92b Hellyth, Scyir of Nightfall 0 60 176 2024-07-05T12:30:57Z 2601:600:C901:52E0:2FBA:882A:4828:6A5D 0 create and paste warcaster template wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Name === === Spells === <!--Try to set templates for the spells, list them out--> Admonition Fire Group Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Soulless Guardians, to keep her alive === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} e714002e76227d9827817adb51b9ecea546df490 180 176 2024-07-05T13:34:46Z 2601:600:C901:52E0:2FBA:882A:4828:6A5D 0 /* Statistics: */ added feat description, weapon stats, and abilities wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 15 |} ===Abilities:=== '''Field Marshal [True Sight]''': Cohort models in this model's battlegroup gain True Sight. '''True Sight''': This model ignores cloud effects when determining LOS. This model also ignores Stealth. '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Ranged Weapon|Magelock Pistol x2|7|10|1|-|10|*'''Pistol''' '''Magical'''}} '''Attack Type''': Each time the weapon is used to make an attack, choose one special rule: * Dispel - When this weapon his a model/unit, upkeep spells and animi immediately expire * Grievous Wounds - model hit loses Tough and cannot have damage removed from it for one round * Phantom Seeker - shot ignores LOS, concealment, and cover when making attacks {{Melee Weapon|Blade x2|6|1|10|* '''Magical'''}} === Feat: Blessings of the Void === While in Hellyth's control range, enemy models suffer -2 DEF and ARM and friendly warrior models gain +2 DEF and ARM. Blessings of the Void lasts for one round. Very straightforward, and can be used defensively or offensively. Best used in an alpha strike, but Blessings may be needed to get your army delivered through a gunline or protect when you can't avoid a mass charge. Note that it does not protect your warjacks. It's a very nice armor and defense reducer. === Spells === <!--Try to set templates for the spells, list them out--> Admonition Fire Group Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Blood Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Soulless Guardians, to keep her alive === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 9e7028d6848cda2beb18b0f8fc757b41cde11d0e 181 180 2024-07-05T13:35:23Z 2601:600:C901:52E0:2FBA:882A:4828:6A5D 0 /* Abilities: */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 15 |} ===Abilities:=== '''Field Marshal [True Sight]''': Cohort models in this model's battlegroup gain True Sight.<br> '''True Sight''': This model ignores cloud effects when determining LOS. This model also ignores Stealth.<br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Ranged Weapon|Magelock Pistol x2|7|10|1|-|10|*'''Pistol''' '''Magical'''}} '''Attack Type''': Each time the weapon is used to make an attack, choose one special rule: * Dispel - When this weapon his a model/unit, upkeep spells and animi immediately expire * Grievous Wounds - model hit loses Tough and cannot have damage removed from it for one round * Phantom Seeker - shot ignores LOS, concealment, and cover when making attacks {{Melee Weapon|Blade x2|6|1|10|* '''Magical'''}} === Feat: Blessings of the Void === While in Hellyth's control range, enemy models suffer -2 DEF and ARM and friendly warrior models gain +2 DEF and ARM. Blessings of the Void lasts for one round. Very straightforward, and can be used defensively or offensively. Best used in an alpha strike, but Blessings may be needed to get your army delivered through a gunline or protect when you can't avoid a mass charge. Note that it does not protect your warjacks. It's a very nice armor and defense reducer. === Spells === <!--Try to set templates for the spells, list them out--> Admonition Fire Group Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Blood Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Soulless Guardians, to keep her alive === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} f1eb3b10c1125305855dc5165186f7ef6710e640 182 181 2024-07-05T13:37:37Z 2601:600:C901:52E0:2FBA:882A:4828:6A5D 0 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 15 |} ===Abilities:=== '''Field Marshal [True Sight]''': Cohort models in this model's battlegroup gain True Sight.<br> '''True Sight''': This model ignores cloud effects when determining LOS. This model also ignores Stealth.<br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Ranged Weapon|Magelock Pistol x2|7|10|1|-|10|*'''Pistol''' '''Magical'''}} '''Attack Type''': Each time the weapon is used to make an attack, choose one special rule: * Dispel - When this weapon his a model/unit, upkeep spells and animi immediately expire * Grievous Wounds - model hit loses Tough and cannot have damage removed from it for one round * Phantom Seeker - shot ignores LOS, concealment, and cover when making attacks<br> '''Life Trader''': When an attack hits, Hellyth can suffer 1 damage point to gain an additional die on the damage roll. Can only be used once per attack. {{Melee Weapon|Blade x2|6|1|10|* '''Magical'''}} === Feat: Blessings of the Void === While in Hellyth's control range, enemy models suffer -2 DEF and ARM and friendly warrior models gain +2 DEF and ARM. Blessings of the Void lasts for one round. Very straightforward, and can be used defensively or offensively. Best used in an alpha strike, but Blessings may be needed to get your army delivered through a gunline or protect when you can't avoid a mass charge. Note that it does not protect your warjacks. It's a very nice armor and defense reducer. === Spells === <!--Try to set templates for the spells, list them out--> Admonition Fire Group Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Blood Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Soulless Guardians, to keep her alive === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 5e87c910350d8222b0c4ed94e25b226237ea2587 Kapitan Yana Kovoskiy 0 61 178 2024-07-05T13:17:37Z Challenger 7 First draft of Yana's page wikitext text/x-wiki == Kapitan Yana Kovoskiy == [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kovoskiy ''' || 7 || 6|| 7 || 7 || 14 || 18 || 6 || 12 |} ===Abilities:=== '''Conferred Rage''' : When this model destroys one or more enemy models during its activation, Cohort models in its battlegroup beginning their activation in its control range gain +2 SPD and MAT for one turn. '''Immovable Object''': This model cannot become knocked down, cannot be placed, and cannot be moved by a push, slam or throw. '''Pathfinder''' '''Power attack Trample''' '''Cavalry''' '''Unstoppable''' '''Reposition [2"]''' ===Weapons=== {{Ranged Weapon|Explosive Javelin|7|10|2|-|13|*'''Pistol''' *'''Arcing Fire''' *'''Critical Armor-Piercing'''}} {{Melee Weapon|Razor Tooth|7|2|15|* '''Magical''' *'''Critical Amputation'''}} {{Melee Weapon|Shield|7|1|9|* '''Shield'''}} {{Melee Weapon|Bear Claw|7|1|14|* '''Open Fist''' *'''Critical Knockdown'''}} {{Melee Weapon|Bear Claw|7|1|14|* '''Open Fist''' *'''Critical Knockdown'''}} === Feat: Path of Destruction === Friendly Faction models beginning an activation in Yana's control range gain Pathfinder. Additionally, while in Yana's control range, friendly living Faction models gain Cleave and Overtake. Path of Destruction lasts for one round. === Spells === {{Battle Lust}} {{Dash}} {{Spirit Fang}} Choose 2 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === * The default Yana rack choices: ** '''Avenging Force''' increases both her personal threat, as well as stacking with Conferred Rage for her jacks. More than most casters in the faction it is recommended to take this one nearly 100% of the time. ** '''Superiority''' builds on her threat range game with her jacks, bringing their MAT and SPD to ridiculously high levels. One example - a fully buffed Medveditsa can be MAT 14 and effectively SPD12 (!) * If she is already dominating the threat range game but needs more damage '''Puissance''' is always good. Notably it means that she can cycle two different damage buffs between her models. * '''Razer Wind''' can trigger Conferred Rage making it a potential pick, although Yana is less accurate and potentially focus strapped. * '''Iron Flesh''' can be a powerful spell for keeping Yana alive at ARM 22 or placed on Winter Korps jacks to make them very tanky. == Roles and Strengths: == Winter Korps Tactical Jack Missile Launcher and resident Mauler of enemies. * Tied with Valerii for the best turn on turn jack threat in faction, except hers comes with +2 MAT and doesn't require an upkeep swap. She's easily capable of extending any faction jacks by 7" (3" Avenging, 2" Superiority, 2" Conferred Rage) *Hardest to assassinate caster in faction. Sometimes you win games purely by removing the opponent's assassination out. *A fantastic late-game bully who can remove heavies personally. == Downsides: == *Conferred Rage is never guaranteed. Any turn you can't get Conferred Rage out is a turn that Yana may be doing very little for her army. *MAT 7 means she's not the greatest caster killing threat in the game if she has to spend too much focus arriving at the target. *Yana can and will be killed a few times while you learn how much you can get away with. *Yana's feat is very low impact in some builds, and in other builds it can be stronger but you may lose your infantry too quickly. == Tricks: == *Avenging Force is a critical spell for her as it increases her personal threat from 12" to 15", as well as benefiting her jacks. She can project more threat on top of this by holding her feat which allows her to potentially overtake 5" just off her initial attacks and feat cleave. *If the enemy has drag weapons Yana can personally drag lanes for your jacks thanks to Immovable Object. *There are some match ups where an appropriate decision is to camp 4-6 and position Yana as aggressively forwards as possible and make them deal with it. *She greatly benefits from frequently having Set Defense on her from the Stand Your Ground battleplan - it can even offset battle lust reducing her defense. *Don't be afraid to stop supporting your army and just commit to killing things with her. *Critical Amputation is very funny if you are attacking Gargantuans or MMD47 who both have abnormally long columns. == Yana List Design == === Recommended choices === === Example list === Below is an example list that is built to maximise Conferred rage and the threat ranges you can achieve by stacking it with Avenging Force and Superiority. Medveditsa notably has Pathfinder meaning she can abuse forests with avenging force movement. Long-axes are an offbeat choice on dire wolves as they are 1pt higher than ice hammers and 1 pow lower, but gaining more threat is significant. It means Dire Wolves cap out at a 17" threat (!) This list does not maximise Yana's list, however battle lust is still quite good on Winter Korps infantry who can still put the hurt on tankier targets with 6-model battle lust charges. Grand Melee - 100 pts :Kapitan Yana Kovoskiy :10 Dire Wolf 1 ::1 HEAD - Shield Guard ::5 RIGHT ARM - Long Axe ::4 LEFT ARM - Plow-Shield :10 Dire Wolf 2 ::1 HEAD - Shield Guard ::5 RIGHT ARM - Long Axe ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :15 Great Bear ::2 HEAD - Aggressive ::7 RIGHT ARM - Battle Mace ::6 LEFT ARM - Heavy Cannon Shield :17 Medveditsa ::HEAD - Medveditsa ::LEFT ARM - Left Bear Claw ::RIGHT ARM - Right Bear Claw :5 Krueger, Wrath of Blighterghast :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :2 Winter Korps Officer 3 :4 Arkanists 1 :4 Arkanists 2 :6 Winter Korps Infantry 1 ::WEAPON SUPPORT TROOPERS - Auto Cannon ::WEAPON SUPPORT TROOPERS - Auto Cannon ::1 Winter Korps Standard 1 :6 Winter Korps Infantry 2 ::WEAPON SUPPORT TROOPERS - Auto Cannon ::WEAPON SUPPORT TROOPERS - Auto Cannon ::1 Winter Korps Standard 2 :4 Winter Korps Snipers ::1 Winter Korps Hunting Dog :COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::1 Savagery :TOTAL POINTS 100/100 Co-written by Challenger and Jamie P == Battle Reports == https://discord.com/channels/176224453032673281/1248590617081286729 == Lore and Trivia == {{Winter Korps Footer}} 1353d1261f9b2eba2896853bd509eed1661a6d18 179 178 2024-07-05T13:18:28Z Challenger 7 /* Abilities: */ wikitext text/x-wiki == Kapitan Yana Kovoskiy == [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kovoskiy ''' || 7 || 6|| 7 || 7 || 14 || 18 || 6 || 12 |} ===Abilities:=== '''Conferred Rage''' : When this model destroys one or more enemy models during its activation, Cohort models in its battlegroup beginning their activation in its control range gain +2 SPD and MAT for one turn. '''Immovable Object''': This model cannot become knocked down, cannot be placed, and cannot be moved by a push, slam or throw. '''Pathfinder''' '''Power attack Trample''' '''Cavalry''' '''Unstoppable''' '''Reposition [2"]''' ===Weapons=== {{Ranged Weapon|Explosive Javelin|7|10|2|-|13|*'''Pistol''' *'''Arcing Fire''' *'''Critical Armor-Piercing'''}} {{Melee Weapon|Razor Tooth|7|2|15|* '''Magical''' *'''Critical Amputation'''}} {{Melee Weapon|Shield|7|1|9|* '''Shield'''}} {{Melee Weapon|Bear Claw|7|1|14|* '''Open Fist''' *'''Critical Knockdown'''}} {{Melee Weapon|Bear Claw|7|1|14|* '''Open Fist''' *'''Critical Knockdown'''}} === Feat: Path of Destruction === Friendly Faction models beginning an activation in Yana's control range gain Pathfinder. Additionally, while in Yana's control range, friendly living Faction models gain Cleave and Overtake. Path of Destruction lasts for one round. === Spells === {{Battle Lust}} {{Dash}} {{Spirit Fang}} Choose 2 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === * The default Yana rack choices: ** '''Avenging Force''' increases both her personal threat, as well as stacking with Conferred Rage for her jacks. More than most casters in the faction it is recommended to take this one nearly 100% of the time. ** '''Superiority''' builds on her threat range game with her jacks, bringing their MAT and SPD to ridiculously high levels. One example - a fully buffed Medveditsa can be MAT 14 and effectively SPD12 (!) * If she is already dominating the threat range game but needs more damage '''Puissance''' is always good. Notably it means that she can cycle two different damage buffs between her models. * '''Razer Wind''' can trigger Conferred Rage making it a potential pick, although Yana is less accurate and potentially focus strapped. * '''Iron Flesh''' can be a powerful spell for keeping Yana alive at ARM 22 or placed on Winter Korps jacks to make them very tanky. == Roles and Strengths: == Winter Korps Tactical Jack Missile Launcher and resident Mauler of enemies. * Tied with Valerii for the best turn on turn jack threat in faction, except hers comes with +2 MAT and doesn't require an upkeep swap. She's easily capable of extending any faction jacks by 7" (3" Avenging, 2" Superiority, 2" Conferred Rage) *Hardest to assassinate caster in faction. Sometimes you win games purely by removing the opponent's assassination out. *A fantastic late-game bully who can remove heavies personally. == Downsides: == *Conferred Rage is never guaranteed. Any turn you can't get Conferred Rage out is a turn that Yana may be doing very little for her army. *MAT 7 means she's not the greatest caster killing threat in the game if she has to spend too much focus arriving at the target. *Yana can and will be killed a few times while you learn how much you can get away with. *Yana's feat is very low impact in some builds, and in other builds it can be stronger but you may lose your infantry too quickly. == Tricks: == *Avenging Force is a critical spell for her as it increases her personal threat from 12" to 15", as well as benefiting her jacks. She can project more threat on top of this by holding her feat which allows her to potentially overtake 5" just off her initial attacks and feat cleave. *If the enemy has drag weapons Yana can personally drag lanes for your jacks thanks to Immovable Object. *There are some match ups where an appropriate decision is to camp 4-6 and position Yana as aggressively forwards as possible and make them deal with it. *She greatly benefits from frequently having Set Defense on her from the Stand Your Ground battleplan - it can even offset battle lust reducing her defense. *Don't be afraid to stop supporting your army and just commit to killing things with her. *Critical Amputation is very funny if you are attacking Gargantuans or MMD47 who both have abnormally long columns. == Yana List Design == === Recommended choices === === Example list === Below is an example list that is built to maximise Conferred rage and the threat ranges you can achieve by stacking it with Avenging Force and Superiority. Medveditsa notably has Pathfinder meaning she can abuse forests with avenging force movement. Long-axes are an offbeat choice on dire wolves as they are 1pt higher than ice hammers and 1 pow lower, but gaining more threat is significant. It means Dire Wolves cap out at a 17" threat (!) This list does not maximise Yana's list, however battle lust is still quite good on Winter Korps infantry who can still put the hurt on tankier targets with 6-model battle lust charges. Grand Melee - 100 pts :Kapitan Yana Kovoskiy :10 Dire Wolf 1 ::1 HEAD - Shield Guard ::5 RIGHT ARM - Long Axe ::4 LEFT ARM - Plow-Shield :10 Dire Wolf 2 ::1 HEAD - Shield Guard ::5 RIGHT ARM - Long Axe ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :15 Great Bear ::2 HEAD - Aggressive ::7 RIGHT ARM - Battle Mace ::6 LEFT ARM - Heavy Cannon Shield :17 Medveditsa ::HEAD - Medveditsa ::LEFT ARM - Left Bear Claw ::RIGHT ARM - Right Bear Claw :5 Krueger, Wrath of Blighterghast :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :2 Winter Korps Officer 3 :4 Arkanists 1 :4 Arkanists 2 :6 Winter Korps Infantry 1 ::WEAPON SUPPORT TROOPERS - Auto Cannon ::WEAPON SUPPORT TROOPERS - Auto Cannon ::1 Winter Korps Standard 1 :6 Winter Korps Infantry 2 ::WEAPON SUPPORT TROOPERS - Auto Cannon ::WEAPON SUPPORT TROOPERS - Auto Cannon ::1 Winter Korps Standard 2 :4 Winter Korps Snipers ::1 Winter Korps Hunting Dog :COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::1 Savagery :TOTAL POINTS 100/100 Co-written by Challenger and Jamie P == Battle Reports == https://discord.com/channels/176224453032673281/1248590617081286729 == Lore and Trivia == {{Winter Korps Footer}} fdb568a7c26851dfa5a8c666b791257eb2f03ebe Cryx Necrofactorium 0 38 183 98 2024-07-05T18:46:03Z 2600:1000:B07B:B068:A5FD:9A2B:F2C6:547 0 /* Why Play Cryx Necrofactorium */ wikitext text/x-wiki == Why Play Cryx Necrofactorium == The unquiet dead rise from beneath. Their only goal: To consume all life in Iron Kingdoms on behalf of Toruk the Dragonfather. After a decade of dormancy following the Infernal incursion, Cryx returns to war with its hordes of shambling thralls, elusive wraiths, and all-new Bonejacks and Helljacks to sow the seeds of Toruk's conquest on the mainland. Where Cryx is involved, death is contagious. The Necrofactorium is a melee focused army based heavily in swarms of light troops, fast warjacks and wraiths, and dark magic. Hordes of thralls are the backbone of the force, advancing tirelessly and returning almost as quickly as they're dispatched. The Wraith models compliment the slower thralls as specialty roles and the Raptor and Malefactor warjacks can serve a number of battlefield roles. This is all supported by their powerful and flexible warcasters, any one of them is capable of assassinating an opponent's caster without warning. Play Necrofactorium if: -You want a melee based troop swarm army. -You like to play for the assassination. -You enjoy seeing buff or debuff numbers swing. == Which Caster is for me? == === [[Discerptor Eviscerus]] === === [[Master Necrosurgeon Sepsira]] === === [[Wraithbinder Nekane]] === {{Cryx Necrofactorium Footer}} 0820df013cee91581e71756105997ab26f143c8b Orgoth Sea Raiders 0 40 190 136 2024-07-06T08:23:53Z 2001:861:5286:B530:9494:B82A:7341:181D 0 /* Sabbreth, The Eternal Annihlation */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. A lot of your models have spell ward and windstorm is a ubiquitous spell for the faction, providing it with a lot of great tools to keep it safe from harm on the approach and allow more of the army to get into melee. Ultimately, the faction's main identifying feature is that it is a defensive faction, and as such it's usually left to have a few pieces hit very hard at the start of your activation. If you're ok with sustaining losses, but getting the job done with whatever you have left anyway, this may be the faction for you. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is one of the few casters in the game possessed of multiple feats. His first feat is that he gives his entire army +3 arm and makes their toughs work on 4+. His second feat is that he lets you re-roll a bunch of sub-par rolls into better ones, effectively mitigating your baseline. His final feat is that he hits at PS18 8 times, meaning he often gets to screw up a heavy or two on his way in. If you like a slower playstyle with a highly dynamic caster who's as at peace on the frontline as he is in your backline, this is the caster for you. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. She lives life on the edge, with fire group and open fire often meaning she has very little focus to use for herself. IF you want to run a gunline that's effectively +5 range on enemy gunlines before their modifiers, this is the caster for you. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a modern take on the classic question "what if my threat range was the board". She's essentially a less horrific version of Mk III Arkadius, with a 17" threat in her back pocket at all times. Her army hits like a truck and she can often do way more damage than she has any right to on her turn, but she also has a side gig in dying because she's constantly running low on focus. She can do a couple really cool things per turn, but it's up to you to decide which of those cool things she will do. If you like going fast and hitting hard, she's your girl. {{Orgoth Sea Raiders Footer}} 6e6e5fde46bc979c903ea32c89f8f18456f80a42 Assault Reavers 0 62 191 2024-07-06T08:33:29Z 2001:861:5286:B530:9494:B82A:7341:181D 0 Created page with "== Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Prey''' : After deplo..." wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|* }} 5d86a29a9c2cec59d8bc9693886ed4246a226805 192 191 2024-07-06T08:33:50Z 2001:861:5286:B530:9494:B82A:7341:181D 0 /* Weapons */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} eae5e4d920bddf9ac8ff201faefd6e793b9387dc 193 192 2024-07-06T08:35:20Z 2001:861:5286:B530:9494:B82A:7341:181D 0 /* Weapons */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} 462511f5eb620cd7fa2b743cec042196802403d7 194 193 2024-07-06T08:36:11Z 2001:861:5286:B530:9494:B82A:7341:181D 0 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} e0e858f17d21a80be1be65b1c743539e81463c4d 195 194 2024-07-06T08:37:41Z 2001:861:5286:B530:9494:B82A:7341:181D 0 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * 62a1853aff6e1ba1c82ff741e56782061b77118f 196 195 2024-07-06T08:38:14Z 2001:861:5286:B530:9494:B82A:7341:181D 0 /* Role and Strengths: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> 32d6809d544df2b68dbdb93145c0bdd07683627a 197 196 2024-07-06T08:38:28Z 2001:861:5286:B530:9494:B82A:7341:181D 0 /* Downsides: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * 1c57892ea269dcf780bad0d35224f88ebe9be359 198 197 2024-07-06T08:38:47Z 2001:861:5286:B530:9494:B82A:7341:181D 0 /* Synergy */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Winter Korps Footer}} 879c92dcbfa065044e49428396e8aa003f66b083 199 198 2024-07-06T08:39:03Z 2001:861:5286:B530:9494:B82A:7341:181D 0 /* Tricks */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Sea Raiders Footer}} 7e24f65acacdc1e376b98f774c41c047fb6be55d 200 199 2024-07-06T08:39:41Z 2001:861:5286:B530:9494:B82A:7341:181D 0 /* Tricks */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 5a32de05b0f296a70f9918544e426cc54f58d645 Gnashers 0 63 201 2024-07-06T08:51:01Z Quentin So 9 Created page with "== Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Gnashers ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' '''Advance..." wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Gnashers ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' '''Advance Deployment''' '''Ambush''' '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points '''Spell Ward''': This model cannot be targeted by spells ===Weapons=== {{Melee Weapon|<!--Name-->Fell Weapons x2|<!--MAT-->7|<!--RNG-->1|<!--POW-->13|*'''Weapon Master''' '''Magical'''}} bafe4b87cb32065b95ac2089946150e6f2be36a8 202 201 2024-07-06T08:52:11Z Quentin So 9 /* Abilities: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Gnashers ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Weapons x2|<!--MAT-->7|<!--RNG-->1|<!--POW-->13|*'''Weapon Master''' '''Magical'''}} 5d636b8b54908a2e1b4cad903c1a11fac0e0c9a6 205 202 2024-07-06T08:54:22Z Quentin So 9 /* Weapons */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Gnashers ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Weapons x2|<!--MAT-->7|<!--RNG-->1|<!--POW-->13|*'''Weapon Master''' '''Magical'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * bb4298d626c525aef0a738a963fc75bb71f7b512 206 205 2024-07-06T08:54:39Z Quentin So 9 /* Role and Strengths: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Gnashers ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Weapons x2|<!--MAT-->7|<!--RNG-->1|<!--POW-->13|*'''Weapon Master''' '''Magical'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> ee85c249099c5befac696b159707c2b5ee42a690 207 206 2024-07-06T08:54:51Z Quentin So 9 /* Downsides: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Gnashers ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Weapons x2|<!--MAT-->7|<!--RNG-->1|<!--POW-->13|*'''Weapon Master''' '''Magical'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * 36aee777be6a51e3fb2abfdac84b9fb46ab054c3 208 207 2024-07-06T08:55:08Z Quentin So 9 /* Synergy */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Gnashers ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Weapons x2|<!--MAT-->7|<!--RNG-->1|<!--POW-->13|*'''Weapon Master''' '''Magical'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 0cf529b47a88f217c21ab0e7ef15b96b4a0a7a56 225 208 2024-07-06T09:23:30Z Quentin So 9 /* Weapons */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Gnashers ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Weapons x2|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Weapon Master''' *'''Magical'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 888341e8b15b5cd86a3dff010515b58389381129 Assault Reavers 0 62 203 200 2024-07-06T08:53:48Z Quentin So 9 /* Abilities: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Advance Deployment''' <br> '''Combined ranged Attacks''' <br> '''Dual Attacks''' <br> '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 127b08e7576f42236b6d1b050a053a2843565ff0 204 203 2024-07-06T08:54:03Z Quentin So 9 /* Abilities: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Advance Deployment''' <br> '''Combined ranged Attacks''' <br> '''Dual Attack''' <br> '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} ed462d39ced38a75004d320a4daed0f25d933718 Reaver Skirmishers 0 64 209 2024-07-06T09:03:34Z Quentin So 9 Created page with "== Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''..." wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Prowl''': When this model has concealment, it gains stealth <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire'''*'''Blessed'''}} db38e71fb67418940060cbc374ac5546d242c806 210 209 2024-07-06T09:03:51Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Prowl''': When this model has concealment, it gains stealth <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire''' *'''Blessed'''}} de975f242f9a714b537ee1d75f061886bb555ef3 211 210 2024-07-06T09:04:25Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Prowl''': When this model has concealment, it gains stealth <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * ac95ea5d1f354658dacb32701828cc1035e66661 212 211 2024-07-06T09:04:40Z Quentin So 9 /* Role and Strengths: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Prowl''': When this model has concealment, it gains stealth <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> 7f92abe1c8f8d6f3953485ea81ff393022e2aa6c 213 212 2024-07-06T09:04:58Z Quentin So 9 /* Downsides: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Prowl''': When this model has concealment, it gains stealth <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * c5851da9512d4ac4e9e65d8200d59c7e1a3c77e3 214 213 2024-07-06T09:05:11Z Quentin So 9 /* Synergy */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Prowl''': When this model has concealment, it gains stealth <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} b33b0fb52308e2b541e33d2f95ace260612c44e0 Rhok Harriers 0 65 215 2024-07-06T09:13:19Z Quentin So 9 Created page with "== Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '..." wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in th melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} b059e73dd63bad32a9c20cc830700410262b4860 216 215 2024-07-06T09:14:17Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in th melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * 34a56dcbfd60f980c2bd95cf9b1a5cfdbe5f0b11 217 216 2024-07-06T09:14:32Z Quentin So 9 /* Role and Strengths: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in th melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> 6f087163689d46227632948144eb7f39c805afa8 218 217 2024-07-06T09:14:50Z Quentin So 9 /* Downsides: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in th melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * 72712d711adc10ad7ea7c383081e2eaac8c17adc 219 218 2024-07-06T09:15:02Z Quentin So 9 /* Synergy */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in th melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 5cb1f05fb0bb935563cfca1e5a4774e81c253610 Strike Reavers 0 66 220 2024-07-06T09:17:57Z Quentin So 9 Created page with "== Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' StrikeReavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} ===Abilities:=== '''Combined Ranged A..." wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' StrikeReavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} ===Abilities:=== '''Combined Ranged Attacks''' <br> '''Shield Wall''' : While this model is B2B with one or more models in its unit, it gqins +2ARM and cannot be knocked down <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Bolt Thrower|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Battle Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} f41f8d7a38f85de7b0f88873187a476b5fc3e003 221 220 2024-07-06T09:18:28Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' StrikeReavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} ===Abilities:=== '''Combined Ranged Attacks''' <br> '''Shield Wall''' : While this model is B2B with one or more models in its unit, it gqins +2ARM and cannot be knocked down <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Bolt Thrower|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Battle Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * bbaf75a978820333a252d5c1c4f391fb6b93394f 222 221 2024-07-06T09:18:44Z Quentin So 9 /* Role and Strengths: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' StrikeReavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} ===Abilities:=== '''Combined Ranged Attacks''' <br> '''Shield Wall''' : While this model is B2B with one or more models in its unit, it gqins +2ARM and cannot be knocked down <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Bolt Thrower|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Battle Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> 77b283239e8379b81bfe931631b175cd952af1e2 223 222 2024-07-06T09:18:58Z Quentin So 9 /* Downsides: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' StrikeReavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} ===Abilities:=== '''Combined Ranged Attacks''' <br> '''Shield Wall''' : While this model is B2B with one or more models in its unit, it gqins +2ARM and cannot be knocked down <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Bolt Thrower|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Battle Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * 96a0ec26666dcd81dc3e8110c67f50f9458fad1e 224 223 2024-07-06T09:19:22Z Quentin So 9 /* Synergy */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' StrikeReavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} ===Abilities:=== '''Combined Ranged Attacks''' <br> '''Shield Wall''' : While this model is B2B with one or more models in its unit, it gqins +2ARM and cannot be knocked down <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Bolt Thrower|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Battle Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} cb10f4849131e96336d00fb1496c00c218ab0793 Ulkor Axers 0 67 226 2024-07-06T09:25:10Z Quentin So 9 Created page with "== Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Axers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''S..." wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Axers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Snacking''': When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points. <br> '''Unyelding''': This model gains +2 ARM against melee damage rolls. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Axes x2|<!--MAT-->7|<!--RNG-->2|<!--POW-->13| *'''Combo Strike (* Attack) *'''Magical'''}} '''Combo Strike (* Attack)''': This model gains +4 to the damage roll for this attack. <br> 9d054b137ce1bd111afa126dfb24df3bff575f0f 227 226 2024-07-06T09:25:35Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Axers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Snacking''': When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points. <br> '''Unyelding''': This model gains +2 ARM against melee damage rolls. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Axes x2|<!--MAT-->7|<!--RNG-->2|<!--POW-->13| *'''Combo Strike (* Attack) *'''Magical'''}} '''Combo Strike (* Attack)''': This model gains +4 to the damage roll for this attack. <br> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * 0357f73b50650876700a1fdcf5024ea9606372b6 228 227 2024-07-06T09:25:48Z Quentin So 9 /* Role and Strengths: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Axers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Snacking''': When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points. <br> '''Unyelding''': This model gains +2 ARM against melee damage rolls. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Axes x2|<!--MAT-->7|<!--RNG-->2|<!--POW-->13| *'''Combo Strike (* Attack) *'''Magical'''}} '''Combo Strike (* Attack)''': This model gains +4 to the damage roll for this attack. <br> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> d64ce1e0e4940b50358fc4b8e5ae233425466192 229 228 2024-07-06T09:26:04Z Quentin So 9 /* Downsides: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Axers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Snacking''': When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points. <br> '''Unyelding''': This model gains +2 ARM against melee damage rolls. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Axes x2|<!--MAT-->7|<!--RNG-->2|<!--POW-->13| *'''Combo Strike (* Attack) *'''Magical'''}} '''Combo Strike (* Attack)''': This model gains +4 to the damage roll for this attack. <br> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * bc5f355343eb14a8dfdc3bbbdc756c503bc97c8b 230 229 2024-07-06T09:26:16Z Quentin So 9 /* Synergy */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Axers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Snacking''': When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points. <br> '''Unyelding''': This model gains +2 ARM against melee damage rolls. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Axes x2|<!--MAT-->7|<!--RNG-->2|<!--POW-->13| *'''Combo Strike (* Attack) *'''Magical'''}} '''Combo Strike (* Attack)''': This model gains +4 to the damage roll for this attack. <br> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 45275fb3a02aaf4c4acff35646a9223729a239ce Ulkor Barragers 0 68 231 2024-07-06T09:28:58Z Quentin So 9 Created page with "== Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Barragers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 5 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br>..." wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Barragers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 5 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Barrage Cannon|<!--RAT-->6|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8|}} {{Melee Weapon|<!--Name-->Bash|<!--MAT-->5|<!--RNG-->1|<!--POW-->10|}} 36d62aba36dfe9f09d9905714f0dee75db48967a 232 231 2024-07-06T09:29:24Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Barragers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 5 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Barrage Cannon|<!--RAT-->6|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8|}} {{Melee Weapon|<!--Name-->Bash|<!--MAT-->5|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * 166f003520054ffbaa6afd6dd4ed4294c331f5ef 233 232 2024-07-06T09:29:46Z Quentin So 9 /* Role and Strengths: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Barragers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 5 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Barrage Cannon|<!--RAT-->6|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8|}} {{Melee Weapon|<!--Name-->Bash|<!--MAT-->5|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> 3558e46855e60d7ba60e8b742c9bf6e206b63b72 234 233 2024-07-06T09:29:58Z Quentin So 9 /* Downsides: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Barragers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 5 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Barrage Cannon|<!--RAT-->6|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8|}} {{Melee Weapon|<!--Name-->Bash|<!--MAT-->5|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * 3b3ae13c3957e648e5f40139fe19f3d4293134f7 235 234 2024-07-06T09:30:14Z Quentin So 9 /* Synergy */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Barragers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 5 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Barrage Cannon|<!--RAT-->6|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8|}} {{Melee Weapon|<!--Name-->Bash|<!--MAT-->5|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} d7f64c8fe57a9ce67aae2082ddce1a8c4669e2ad Warwitch Coven 0 69 236 2024-07-06T09:38:14Z Quentin So 9 Created page with "== Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br..." wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action): This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM''' *'''Empower (*Action): RNG6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point.''' *'''Flesh Eater (*Attack): Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model.''' ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} 078e5e34208d02d20094f3bde5dab41ed55765ee 237 236 2024-07-06T09:38:53Z Quentin So 9 /* Abilities: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} 8bafa5c7d15cd1d2a2a67d87fcce5774b7ce5643 238 237 2024-07-06T09:39:04Z Quentin So 9 /* Abilities: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} 8056f1ea73e384c09376fc3118586218b1cc2bfa 239 238 2024-07-06T09:39:26Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * 5e2dd52604a59c417c77c2225b92b462c7f5c478 240 239 2024-07-06T09:39:44Z Quentin So 9 /* Role and Strengths: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> 7be4a20f7b28613487b3b00dfd639f8976991bba 241 240 2024-07-06T09:40:38Z Quentin So 9 /* Downsides: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * 463a381bced32930df00f2eea93721b289b67ddf 242 241 2024-07-06T09:40:49Z Quentin So 9 /* Synergy */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 69cad3420c7974272b791872ab565486ad072f1b Reaver Standard 0 70 243 2024-07-06T09:46:22Z Quentin So 9 Created page with "== Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reaver Standard''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Command Attacahm..." wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reaver Standard''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Command Attacahment [Reaver]''' <br> '''Cursed''': While within 5" of this model, enemy models suffer -1 ARM <br> '''Granted: Inspiration''': While this unit is in play, models in its unit gain +1 to attack rolls. <br> '''Granted: Rise''': While this model is in play, models in its unit that are knockedd down at the beginning of your Maintenance Phase stand up. <br> '''Take Up''': If this model is destroyed, you can choose a trooper in this unit within 1" of it to be destroyed instead. Remove tha trooper from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen trooper<br> ===Weapons=== {{Melee Weapon|<!--Name-->Infernus Han Weapons |<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire'''}} f26db607d59faa131e7485e4e2850badb4c2bbf4 244 243 2024-07-06T09:46:43Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reaver Standard''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Command Attacahment [Reaver]''' <br> '''Cursed''': While within 5" of this model, enemy models suffer -1 ARM <br> '''Granted: Inspiration''': While this unit is in play, models in its unit gain +1 to attack rolls. <br> '''Granted: Rise''': While this model is in play, models in its unit that are knockedd down at the beginning of your Maintenance Phase stand up. <br> '''Take Up''': If this model is destroyed, you can choose a trooper in this unit within 1" of it to be destroyed instead. Remove tha trooper from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen trooper<br> ===Weapons=== {{Melee Weapon|<!--Name-->Infernus Han Weapons |<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * 8e44465b3da799c7a4367926e028ee9ab833d60f 245 244 2024-07-06T09:47:03Z Quentin So 9 /* Role and Strengths: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reaver Standard''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Command Attacahment [Reaver]''' <br> '''Cursed''': While within 5" of this model, enemy models suffer -1 ARM <br> '''Granted: Inspiration''': While this unit is in play, models in its unit gain +1 to attack rolls. <br> '''Granted: Rise''': While this model is in play, models in its unit that are knockedd down at the beginning of your Maintenance Phase stand up. <br> '''Take Up''': If this model is destroyed, you can choose a trooper in this unit within 1" of it to be destroyed instead. Remove tha trooper from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen trooper<br> ===Weapons=== {{Melee Weapon|<!--Name-->Infernus Han Weapons |<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> 3ec2d1dcf3356e0bf81269f245b851bdebc8c17f 246 245 2024-07-06T09:47:14Z Quentin So 9 /* Downsides: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reaver Standard''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Command Attacahment [Reaver]''' <br> '''Cursed''': While within 5" of this model, enemy models suffer -1 ARM <br> '''Granted: Inspiration''': While this unit is in play, models in its unit gain +1 to attack rolls. <br> '''Granted: Rise''': While this model is in play, models in its unit that are knockedd down at the beginning of your Maintenance Phase stand up. <br> '''Take Up''': If this model is destroyed, you can choose a trooper in this unit within 1" of it to be destroyed instead. Remove tha trooper from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen trooper<br> ===Weapons=== {{Melee Weapon|<!--Name-->Infernus Han Weapons |<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * 4b26fbb269599282b2b641d78f6561189d1fd7c6 247 246 2024-07-06T09:47:32Z Quentin So 9 /* Synergy */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reaver Standard''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Command Attacahment [Reaver]''' <br> '''Cursed''': While within 5" of this model, enemy models suffer -1 ARM <br> '''Granted: Inspiration''': While this unit is in play, models in its unit gain +1 to attack rolls. <br> '''Granted: Rise''': While this model is in play, models in its unit that are knockedd down at the beginning of your Maintenance Phase stand up. <br> '''Take Up''': If this model is destroyed, you can choose a trooper in this unit within 1" of it to be destroyed instead. Remove tha trooper from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen trooper<br> ===Weapons=== {{Melee Weapon|<!--Name-->Infernus Han Weapons |<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} c5c38a9c72f7936b4a93b17902f52d9557790208 File:Prisoner-102822-painted-for-pp-v0-x5vdfgv5zzfa1.webp 6 71 248 2024-07-06T22:07:21Z Challenger 7 wikitext text/x-wiki Prisoner 102822 aeec388973e122eba72126484029f2f300c37aa2 Hellyth, Scyir of Nightfall 0 60 249 182 2024-07-06T22:33:35Z 2A02:6D40:3033:3501:1D77:4421:6D78:791E 0 /* Recommended Rack choices */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 15 |} ===Abilities:=== '''Field Marshal [True Sight]''': Cohort models in this model's battlegroup gain True Sight.<br> '''True Sight''': This model ignores cloud effects when determining LOS. This model also ignores Stealth.<br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Ranged Weapon|Magelock Pistol x2|7|10|1|-|10|*'''Pistol''' '''Magical'''}} '''Attack Type''': Each time the weapon is used to make an attack, choose one special rule: * Dispel - When this weapon his a model/unit, upkeep spells and animi immediately expire * Grievous Wounds - model hit loses Tough and cannot have damage removed from it for one round * Phantom Seeker - shot ignores LOS, concealment, and cover when making attacks<br> '''Life Trader''': When an attack hits, Hellyth can suffer 1 damage point to gain an additional die on the damage roll. Can only be used once per attack. {{Melee Weapon|Blade x2|6|1|10|* '''Magical'''}} === Feat: Blessings of the Void === While in Hellyth's control range, enemy models suffer -2 DEF and ARM and friendly warrior models gain +2 DEF and ARM. Blessings of the Void lasts for one round. Very straightforward, and can be used defensively or offensively. Best used in an alpha strike, but Blessings may be needed to get your army delivered through a gunline or protect when you can't avoid a mass charge. Note that it does not protect your warjacks. It's a very nice armor and defense reducer. === Spells === <!--Try to set templates for the spells, list them out--> Admonition Fire Group Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Soulless Guardians, to keep her alive === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 7c8787654b1dcfcd827b656458dfeeee9ddcf472 Prisoner 102822 0 72 250 2024-07-06T22:43:48Z Challenger 7 First Draft of Prisoner's page wikitext text/x-wiki = Prisoner102822 = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Winter Korps]] [[House Kallyss] [[Solo]]'''</span> [[File:Prisoner-102822-painted-for-pp-v0-x5vdfgv5zzfa1.webp|thumb|right]] ''Now known only by her designation as a convict since all record of her existence was lost during the recent troubles, 102822 was sentenced to serve the Khadoran Empire as a Doom Reaver for her transgressions committed while serving within the Winter Guard. Over time, 102822 began to manifest a rare degree of control over the fellblade that she bore, enabling her to slip from the arcane control her Greylord masters held over her. As a result, 102822 was able to flee from the front lines in Llael, where she was bound to die at the vanguard of some fruitless assault. Slipping over the border into Ios, she was captured by agents of the Retribution, who had use for the living weapon 102822 had become. With the return of the Orgoth, she has been unleashed once more on the lands of Khador, where she has been abandoned to hunt the ancient enemy, sowing death and chaos wherever she wanders.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Prisoner 102822''' || 6 || - || 8 || - || 14 || 16 || 8 |} ===Abilities:=== *'''Tough''' *'''Advanced Deploy''' *'''Blood-Quenched''' - This model gains a cumulative +1 ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly towards the attacking model. *'''Killing Spree''' - When this model destroys one or more enemy models with a melee attack during its Combat Action, after that attack is resolved this model can advance up to 1" and make one additional melee attack. *'''Spell Ward''' - This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fellblade|8|2|-|-|12|*'''Magical''' *'''Weaponmaster'''}} == Role and strengths == An anti-infantry piece that can theoretically kill 'Infinite' amounts of models. * Killing Spree is uncapped, she can keep killing and killing and killing. * Killing Spree is '''optional''' unlike Berserk - you don't have to attack your own models if there are only friendlies left! * Above average MAT and solid power. * Terrifying to be on the receiving end of her. Even when dice 'averages' say she shouldn't kill your entire army you'll be hesitant to leave them in her range! * Above average durability - DEF 14 ARM 16 with 8 wounds and spell ward is a great statline that doesn't accidentally die to incidental attacks. == Downsides == * An incredibly swingy model. While her attacks can go infinite after the first miss she's done. * She's vulnerable to enemy models toughing which also stop her chain. This means she's usually a '5' point model because you need to take the Savagery card. * 4-5pts is a lot for a pure combat model with no army support. * Watch out for enemy effects that prevent the model she hit from being destroyed. Killing Spree requires her to destroy the enemy model. Take-up on banners and certain weapons in units, Self-Sacrifice on Errants, or Soulless models being turned into Wights by the void engine are three example effects that can prevent her chain from continuing. == Synergy == * [[Savagery]] command card is nearly mandatory. * [[Savaryn]]’s Kill Order ability is Winter Korps main MAT buff for her to increase her reliability. * [[Hellyth]]’s Feat both buffs Prisoner defensively as well as making her targets easier to kill * [[Krueger, Wrath of Blighterghast]]'s aura gives her +1 to hit which can help her reliability * [[Tyrus]]’s Feat threat extends Prisoner * [[Sky Raider]]’s sky ladder ability should be renamed to 'Prisoner Transport' because its nearly custom made for her. == Tricks == * [[High Alert]] Command card can be used to make Prisoner into a shield guard to proc Hyper-Aggressive. If you wait until late into the turn to use it she can safely get closer to the enemy. * Use her early in a turn because she can be swingy and hard to plan for. By using her early you find out if she's going to kill 1 model or 15. {{Winter Korps Footer}} {{House Kallyss Footer}} 6538f4fc4ddc03f4e1e0f1d36efb48b46c287d0b Prisoner 102822 0 72 251 250 2024-07-06T22:44:24Z Challenger 7 /* Weapons */ wikitext text/x-wiki = Prisoner102822 = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Winter Korps]] [[House Kallyss] [[Solo]]'''</span> [[File:Prisoner-102822-painted-for-pp-v0-x5vdfgv5zzfa1.webp|thumb|right]] ''Now known only by her designation as a convict since all record of her existence was lost during the recent troubles, 102822 was sentenced to serve the Khadoran Empire as a Doom Reaver for her transgressions committed while serving within the Winter Guard. Over time, 102822 began to manifest a rare degree of control over the fellblade that she bore, enabling her to slip from the arcane control her Greylord masters held over her. As a result, 102822 was able to flee from the front lines in Llael, where she was bound to die at the vanguard of some fruitless assault. Slipping over the border into Ios, she was captured by agents of the Retribution, who had use for the living weapon 102822 had become. With the return of the Orgoth, she has been unleashed once more on the lands of Khador, where she has been abandoned to hunt the ancient enemy, sowing death and chaos wherever she wanders.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Prisoner 102822''' || 6 || - || 8 || - || 14 || 16 || 8 |} ===Abilities:=== *'''Tough''' *'''Advanced Deploy''' *'''Blood-Quenched''' - This model gains a cumulative +1 ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly towards the attacking model. *'''Killing Spree''' - When this model destroys one or more enemy models with a melee attack during its Combat Action, after that attack is resolved this model can advance up to 1" and make one additional melee attack. *'''Spell Ward''' - This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fellblade|8|2|-|12|-| *'''Magical''' *'''Weaponmaster'''}} == Role and strengths == An anti-infantry piece that can theoretically kill 'Infinite' amounts of models. * Killing Spree is uncapped, she can keep killing and killing and killing. * Killing Spree is '''optional''' unlike Berserk - you don't have to attack your own models if there are only friendlies left! * Above average MAT and solid power. * Terrifying to be on the receiving end of her. Even when dice 'averages' say she shouldn't kill your entire army you'll be hesitant to leave them in her range! * Above average durability - DEF 14 ARM 16 with 8 wounds and spell ward is a great statline that doesn't accidentally die to incidental attacks. == Downsides == * An incredibly swingy model. While her attacks can go infinite after the first miss she's done. * She's vulnerable to enemy models toughing which also stop her chain. This means she's usually a '5' point model because you need to take the Savagery card. * 4-5pts is a lot for a pure combat model with no army support. * Watch out for enemy effects that prevent the model she hit from being destroyed. Killing Spree requires her to destroy the enemy model. Take-up on banners and certain weapons in units, Self-Sacrifice on Errants, or Soulless models being turned into Wights by the void engine are three example effects that can prevent her chain from continuing. == Synergy == * [[Savagery]] command card is nearly mandatory. * [[Savaryn]]’s Kill Order ability is Winter Korps main MAT buff for her to increase her reliability. * [[Hellyth]]’s Feat both buffs Prisoner defensively as well as making her targets easier to kill * [[Krueger, Wrath of Blighterghast]]'s aura gives her +1 to hit which can help her reliability * [[Tyrus]]’s Feat threat extends Prisoner * [[Sky Raider]]’s sky ladder ability should be renamed to 'Prisoner Transport' because its nearly custom made for her. == Tricks == * [[High Alert]] Command card can be used to make Prisoner into a shield guard to proc Hyper-Aggressive. If you wait until late into the turn to use it she can safely get closer to the enemy. * Use her early in a turn because she can be swingy and hard to plan for. By using her early you find out if she's going to kill 1 model or 15. {{Winter Korps Footer}} {{House Kallyss Footer}} 0f6ece3f1c5288cc1c94ae5717702adf12174d9f 252 251 2024-07-06T22:44:52Z Challenger 7 /* Weapons */ wikitext text/x-wiki = Prisoner102822 = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Winter Korps]] [[House Kallyss] [[Solo]]'''</span> [[File:Prisoner-102822-painted-for-pp-v0-x5vdfgv5zzfa1.webp|thumb|right]] ''Now known only by her designation as a convict since all record of her existence was lost during the recent troubles, 102822 was sentenced to serve the Khadoran Empire as a Doom Reaver for her transgressions committed while serving within the Winter Guard. Over time, 102822 began to manifest a rare degree of control over the fellblade that she bore, enabling her to slip from the arcane control her Greylord masters held over her. As a result, 102822 was able to flee from the front lines in Llael, where she was bound to die at the vanguard of some fruitless assault. Slipping over the border into Ios, she was captured by agents of the Retribution, who had use for the living weapon 102822 had become. With the return of the Orgoth, she has been unleashed once more on the lands of Khador, where she has been abandoned to hunt the ancient enemy, sowing death and chaos wherever she wanders.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Prisoner 102822''' || 6 || - || 8 || - || 14 || 16 || 8 |} ===Abilities:=== *'''Tough''' *'''Advanced Deploy''' *'''Blood-Quenched''' - This model gains a cumulative +1 ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly towards the attacking model. *'''Killing Spree''' - When this model destroys one or more enemy models with a melee attack during its Combat Action, after that attack is resolved this model can advance up to 1" and make one additional melee attack. *'''Spell Ward''' - This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fellblade|8|2|12| *'''Magical''' *'''Weaponmaster'''}} == Role and strengths == An anti-infantry piece that can theoretically kill 'Infinite' amounts of models. * Killing Spree is uncapped, she can keep killing and killing and killing. * Killing Spree is '''optional''' unlike Berserk - you don't have to attack your own models if there are only friendlies left! * Above average MAT and solid power. * Terrifying to be on the receiving end of her. Even when dice 'averages' say she shouldn't kill your entire army you'll be hesitant to leave them in her range! * Above average durability - DEF 14 ARM 16 with 8 wounds and spell ward is a great statline that doesn't accidentally die to incidental attacks. == Downsides == * An incredibly swingy model. While her attacks can go infinite after the first miss she's done. * She's vulnerable to enemy models toughing which also stop her chain. This means she's usually a '5' point model because you need to take the Savagery card. * 4-5pts is a lot for a pure combat model with no army support. * Watch out for enemy effects that prevent the model she hit from being destroyed. Killing Spree requires her to destroy the enemy model. Take-up on banners and certain weapons in units, Self-Sacrifice on Errants, or Soulless models being turned into Wights by the void engine are three example effects that can prevent her chain from continuing. == Synergy == * [[Savagery]] command card is nearly mandatory. * [[Savaryn]]’s Kill Order ability is Winter Korps main MAT buff for her to increase her reliability. * [[Hellyth]]’s Feat both buffs Prisoner defensively as well as making her targets easier to kill * [[Krueger, Wrath of Blighterghast]]'s aura gives her +1 to hit which can help her reliability * [[Tyrus]]’s Feat threat extends Prisoner * [[Sky Raider]]’s sky ladder ability should be renamed to 'Prisoner Transport' because its nearly custom made for her. == Tricks == * [[High Alert]] Command card can be used to make Prisoner into a shield guard to proc Hyper-Aggressive. If you wait until late into the turn to use it she can safely get closer to the enemy. * Use her early in a turn because she can be swingy and hard to plan for. By using her early you find out if she's going to kill 1 model or 15. {{Winter Korps Footer}} {{House Kallyss Footer}} 4001c06a7ee02e15888dc08dca95a929b25a5bf9 Horruskh, The Thousand Wraths 0 73 253 2024-07-07T00:13:58Z Spacewizardfromhell 14 Created page with "== Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 6 || 15 || 15 || 7 || 14 |} ===Abilities:=== '''..." wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 6 || 15 || 15 || 7 || 14 |} ===Abilities:=== '''Field Marshal [Channeler]''' : Warjacks in her battlegroup gain Arc Node '''Long Shadows''': When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. '''Dual Attack''' ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- .}} === Feat: Illimitable Dominion=== === Spells === Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 5536277498f68881841de1debdf7cdf6a3a7bed2 254 253 2024-07-07T00:15:35Z Spacewizardfromhell 14 /* Statistics: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== '''Field Marshal [Channeler]''' : Warjacks in her battlegroup gain Arc Node '''Long Shadows''': When one or more living enemy models are destroyed by an arcane attack while in this models control range, this model gains one focus point. '''Dual Attack''' ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- .}} === Feat: Illimitable Dominion=== === Spells === Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 8a5fcb998426f208628afba608d799ac32b06384 255 254 2024-07-07T00:18:38Z Spacewizardfromhell 14 /* Abilities: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== '''Fate Blesed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. '''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- .}} === Feat: Illimitable Dominion=== === Spells === Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 54c497d510be85974cf0199bcca16672242ec819 256 255 2024-07-07T00:19:05Z Spacewizardfromhell 14 /* Abilities: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Fate Blesed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- .}} === Feat: Illimitable Dominion=== === Spells === Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 394247f69e2e1f49d663e13d6fb7be8f0ae13aa8 257 256 2024-07-07T00:19:40Z Spacewizardfromhell 14 /* Abilities: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blesed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- .}} === Feat: Illimitable Dominion=== === Spells === Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} e628e3564a4761d9cb4a4662b18b7409ba7003be 258 257 2024-07-07T00:19:50Z Spacewizardfromhell 14 /* Abilities: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- .}} === Feat: Illimitable Dominion=== === Spells === Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} aa7196ce971e250a207bf27e2c7c9fa84db29a51 259 258 2024-07-07T00:21:45Z Spacewizardfromhell 14 /* Spells */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- .}} === Feat: Illimitable Dominion=== === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} c9e3c8b7224bae2ea97fb739b00ea5b0a907773a 263 259 2024-07-07T00:32:13Z Spacewizardfromhell 14 /* Feat: Illimitable Dominion */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- .}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 0fee61fd0d2a1e2b10da4f299d50193281d12c5b 264 263 2024-07-07T00:32:56Z Spacewizardfromhell 14 /* Weapons */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 29ba9ae8269399ecb6b79958649023e0e446d77f 265 264 2024-07-07T00:35:02Z Spacewizardfromhell 14 /* Recommended Rack choices */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Horruskh, more than other Sea Raider casters, likes {{Inviolable Resolve}}, which synergizes with his feat. == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} b3c04ca5ce5b83679ad820afcc3f67fa310a4af0 272 265 2024-07-07T00:51:32Z Spacewizardfromhell 14 wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Horruskh, more than other Sea Raider casters, likes {{Inviolable Resolve}}, which synergizes with his feat. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like {{Ulkor Axers}} in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 9b7d0bb61e81160d662a19364d1c4d7d8f924bb0 276 272 2024-07-07T00:56:07Z Spacewizardfromhell 14 /* Recommended Rack choices */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === {{Inviolable Resolve}} synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like {{Ulkor Axers}} in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} f5b0c87b16517d065ec78e90ffc770c5bd13edef 283 276 2024-07-07T01:09:58Z Spacewizardfromhell 14 /* Tricks: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === {{Inviolable Resolve}} synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like {{Ulkor Axers}} in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * Horruskh's Fate Blessed rerolls can apply to the same roll as rerolls from the {{Reaver Commander}}'s Combat Coordination battle plan. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 28aa60c7fad5949557fdadb98764dbd2219b143e 284 283 2024-07-07T01:16:43Z Spacewizardfromhell 14 /* Recommended Rack choices */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === {{Inviolable Resolve}} synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. {{Windstorm}} is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. {{Red Line}}, {{Silence of Death}}, and to a lesser extent {{Carnage}} are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from {{Red Line}} is more important than the hitting power and utility of {{Silence of Death}}, because Fate Blessed can help provide that power. Likewise, {{Carnage}} is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like {{Ulkor Axers}} in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * Horruskh's Fate Blessed rerolls can apply to the same roll as rerolls from the {{Reaver Commander}}'s Combat Coordination battle plan. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 41f8ca8fdd22ab2fed36f96ed13b866d388e0521 285 284 2024-07-07T01:23:52Z Spacewizardfromhell 14 /* Horruskh, The Thousand Wraths */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === {{Inviolable Resolve}} synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. {{Windstorm}} is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. {{Red Line}}, {{Silence of Death}}, and to a lesser extent {{Carnage}} are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from {{Red Line}} is more important than the hitting power and utility of {{Silence of Death}}, because Fate Blessed can help provide that power. Likewise, {{Carnage}} is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like {{Ulkor Axers}} in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * Horruskh's Fate Blessed rerolls can apply to the same roll as rerolls from the {{Reaver Commander}}'s Combat Coordination battle plan. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 5fe626873d0f505b9ed3d9dc6dd7821350628b64 286 285 2024-07-07T01:31:04Z Spacewizardfromhell 14 wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === {{Inviolable Resolve}} synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. {{Windstorm}} is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. {{Red Line}}, {{Silence of Death}}, and to a lesser extent {{Carnage}} are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from {{Red Line}} is more important than the hitting power and utility of {{Silence of Death}}, because Fate Blessed can help provide that power. Likewise, {{Carnage}} is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * Horruskh's Fate Blessed rerolls can apply to the same roll as rerolls from the {{Reaver Commander}}'s Combat Coordination battle plan. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 0638c96cc72a398ecd465d67f7b9cb493fb4f1ca 288 286 2024-07-07T01:33:43Z Spacewizardfromhell 14 /* Recommended Rack choices */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === [[Inviolable Resolve]] synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. {{Windstorm}} is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. {{Red Line}}, {{Silence of Death}}, and to a lesser extent {{Carnage}} are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from {{Red Line}} is more important than the hitting power and utility of {{Silence of Death}}, because Fate Blessed can help provide that power. Likewise, {{Carnage}} is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * Horruskh's Fate Blessed rerolls can apply to the same roll as rerolls from the {{Reaver Commander}}'s Combat Coordination battle plan. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 28c50c4a4bb41e372adfda7fec83d86d179dbedb 289 288 2024-07-07T01:33:57Z Spacewizardfromhell 14 /* Recommended Rack choices */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === ''Inviolable Resolve'' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. {{Windstorm}} is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. {{Red Line}}, {{Silence of Death}}, and to a lesser extent {{Carnage}} are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from {{Red Line}} is more important than the hitting power and utility of {{Silence of Death}}, because Fate Blessed can help provide that power. Likewise, {{Carnage}} is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * Horruskh's Fate Blessed rerolls can apply to the same roll as rerolls from the {{Reaver Commander}}'s Combat Coordination battle plan. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 2af38543cf83370e2695c1a1f1f09c339a22d52d 290 289 2024-07-07T01:34:06Z Spacewizardfromhell 14 /* Recommended Rack choices */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. {{Windstorm}} is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. {{Red Line}}, {{Silence of Death}}, and to a lesser extent {{Carnage}} are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from {{Red Line}} is more important than the hitting power and utility of {{Silence of Death}}, because Fate Blessed can help provide that power. Likewise, {{Carnage}} is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * Horruskh's Fate Blessed rerolls can apply to the same roll as rerolls from the {{Reaver Commander}}'s Combat Coordination battle plan. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 5b75e2173653de5a5c59d853ad1f04854aa19ed7 291 290 2024-07-07T01:34:52Z Spacewizardfromhell 14 /* Recommended Rack choices */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * Horruskh's Fate Blessed rerolls can apply to the same roll as rerolls from the {{Reaver Commander}}'s Combat Coordination battle plan. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 00658da50635ce511c64adf3a6daa0549c6d1764 292 291 2024-07-07T01:35:21Z Spacewizardfromhell 14 /* Tricks: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * Horruskh's Fate Blessed rerolls can apply to the same roll as rerolls from the [[Reaver Commander]]'s Combat Coordination battle plan. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Sea Raider Footer}} 0783bb94bcec8e47e1fc0d6eea7c7793b97d1ceb 293 292 2024-07-07T01:35:52Z Spacewizardfromhell 14 wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * Horruskh's Fate Blessed rerolls can apply to the same roll as rerolls from the [[Reaver Commander]]'s Combat Coordination battle plan. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 6b16a0d3fe385c1b9603d69b08ce0d36fc216aab Template:Abattoir 10 74 260 2024-07-07T00:27:16Z Spacewizardfromhell 14 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Abattoir</big> ''' || 2 || Self || Ctrl || - || - || No |- |colspan=7 style="text-align: left;"| Models in the spellcaster's battlegroup currently in its control range can immediately make one basic melee at..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Abattoir</big> ''' || 2 || Self || Ctrl || - || - || No |- |colspan=7 style="text-align: left;"| Models in the spellcaster's battlegroup currently in its control range can immediately make one basic melee attack. Abattoir can be cast only once per turn. |} 0b93da32ce981df03224a253331218c7c23aa380 Template:Thunder Strike 10 75 261 2024-07-07T00:29:22Z Spacewizardfromhell 14 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Thunder Strike</big> ''' || 4 || 8 || - || 14 || -|| Yes |- |colspan=7 style="text-align: left;"| Instead of suffering a normal damage roll, a non-incorporeal model hit by Thunder Strike is slammed d6" direc..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Thunder Strike</big> ''' || 4 || 8 || - || 14 || -|| Yes |- |colspan=7 style="text-align: left;"| Instead of suffering a normal damage roll, a non-incorporeal model hit by Thunder Strike is slammed d6" directly away from the spell's point of origin and suffers a POW 14 damage roll. Collateral damage from this slam is POW 14. |} e40713bb5133f0c199826dbe8faa4fd442e9de20 Template:Vanish 10 76 262 2024-07-07T00:31:04Z Spacewizardfromhell 14 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Vanish</big> ''' || 1 || Self || - || - || - || No |- |colspan=7 style="text-align: left;"| Place the spellcaster anywhere completely within 3" of its current location. Vanish can be cast only once per activ..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Vanish</big> ''' || 1 || Self || - || - || - || No |- |colspan=7 style="text-align: left;"| Place the spellcaster anywhere completely within 3" of its current location. Vanish can be cast only once per activation. |} 6e690378d65b602b2ea23c306c5018f4943f62b8 Captain Shadowtongue 0 77 266 2024-07-07T00:41:18Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 Created page with "== Captain Shadowtongue == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, model..." wikitext text/x-wiki == Captain Shadowtongue == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 1fff7db7595c480e51baa21a036f0fabbb3d6b9b 273 266 2024-07-07T00:52:52Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* Recommended Rack choices */ wikitext text/x-wiki == Captain Shadowtongue == Character background == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === You almost always want Perdition. While any warlock can rack Perdition, Shadowtongue is the best at using it because of his channeling and AAT 8. Perdition combines with Gallows for crazy non-linear threat ranges. That leaves you with only 1 flex slot. Fortify, Fury’s Strength, and Black Spot are good choices. == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 82644ae2355dcde6fd452de8c86bdca0ea1dd13c 277 273 2024-07-07T00:56:26Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* Captain Shadowtongue */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === You almost always want Perdition. While any warlock can rack Perdition, Shadowtongue is the best at using it because of his channeling and AAT 8. Perdition combines with Gallows for crazy non-linear threat ranges. That leaves you with only 1 flex slot. Fortify, Fury’s Strength, and Black Spot are good choices. == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} d3453378989964330bd8b80ff824aa8903a31c8a 278 277 2024-07-07T00:58:37Z 98.33.90.65 0 /* Captain Shadowtongue */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === You almost always want Perdition. While any warlock can rack Perdition, Shadowtongue is the best at using it because of his channeling and AAT 8. Perdition combines with Gallows for crazy non-linear threat ranges. That leaves you with only 1 flex slot. Fortify, Fury’s Strength, and Black Spot are good choices. == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} a3207cc084fe234014f40f123418c9dba04642ba 279 278 2024-07-07T00:59:51Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* List Design */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === You almost always want Perdition. While any warlock can rack Perdition, Shadowtongue is the best at using it because of his channeling and AAT 8. Perdition combines with Gallows for crazy non-linear threat ranges. That leaves you with only 1 flex slot. Fortify, Fury’s Strength, and Black Spot are good choices. == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === * 3-4 melee heavies, because he can make them threat so far so well. * Some warriors to use as arc nodes. Dirges make good arc nodes because of their cheapness and mobility. * Moriarty is auto-include since she can do more gallows, ghost walk, hex blast, in addition to what you rack, the free upkeep, and puppet master. Sometimes you don’t rack any upkeep spells. That’s OK. She’s still worth it even without the free upkeep! * The Tapper UA on Marauder units makes it more likely that at least one model from the unit will survive, which makes Revive more useful. Beyond that, you can really put anything you want in Shadowtongue’s list, and he can make it good. Experiment! === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 4ce71c59f2cafb76b0521b8c4b1e5f874c71f60c 280 279 2024-07-07T01:02:48Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* Tricks: */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === You almost always want Perdition. While any warlock can rack Perdition, Shadowtongue is the best at using it because of his channeling and AAT 8. Perdition combines with Gallows for crazy non-linear threat ranges. That leaves you with only 1 flex slot. Fortify, Fury’s Strength, and Black Spot are good choices. == Roles and Strengths: == == Downsides: == == Tricks: == Command cards: Power Swell is extra good on feat turn when each point of fury goes farther. Sentry Duty should always be in consideration, so that you can cast Gallows or Perdition on a stealth target. This is key in some matchups. Breakthrough, because Unstoppable is extremely powerful in combination with Ghost Walk. Walk right through the guy engaging you to fight someone on the other side. Careful Reconnaissance is not quite as mandatory as it is with other warlocks, because Ghost Walk can fill that role. * Shadowtongue’s defining feature is that he can arc spells through any FF warrior model, an incredibly strong ability. He can get crazy Gallows angles, and he can put Hex Blast, Black Spot and Perdition exactly where he wants them. Practice running a unit into a position where you can sacrifice one model as the arc node while the rest of the unit stays safe, or contests an objective, or does something else useful. * Shadowtongue himself should be as far back as possible; his large control area, arc nodes, personal squishiness, and total lack of weapons (he's the rare model with no weapons at all on his card) mean he should be nowhere near the front lines and preferably out of line-of-sight to anything. * Shadowtongue can do a ton of different stuff to solve different problems, but can't do it all on the same turn - even with his feat he doesn't have the fury to do everything he wants, so you'll have to make the right choices about what's most important. It takes a lot of practice to get past the “analysis paralysis” * You always threaten a long-distance assassination: by Gallows-ing the enemy caster towards you, then Perdition-ing your heavy closer to them. With a good Gallows roll you could kill a caster from 20” away. The opponent has to always be worried about this threat and play around it. * I like to use the Tapper’s Repo 3 mini-feat as early as possible. It spreads the unit out so they’re harder to kill, AND cover a wider area with potential arc nodes on the next turn. I try to get one model as far as possible from the rest of the unit - behind terrain if possible - so that it can survive even if the rest of the unit dies, as a Revive target for future turns. Feat Tips: * If you manage to keep one model from each marauder crew alive, then you can feat and cast a whole bunch of 1-fury Revives. If you Power Swell and use all your fury on this, you could revive a maximum of nine (!) galley crew. * Your fury on feat turn is just enough for one fully-boosted Gallows, one Ghost Walk and one fully-boosted Perdition. Just sayin’. * One of the most important decisions you’ll make during a game is whether the feat should be a Revive feat, an assassination feat, or some other combination. * It is very tempting to spend down to zero fury on feat turn. However, remember what an attractive assassination target a zero-fury Shadowtongue makes. Don’t go mad with power! * All of your Cantankerous heavies casting Rage on themselves for free is one of the best parts of the feat. Spell Tips: * Remember you can put a heavy behind a building, Ghost Walk it and then walk through the building to attack. (You can’t charge without LOS but you can still walk + attack) * Don’t forget Ghost Walk also lets you walk right through defending models. You can Ghost Walk a heavy right through a unit to get to the enemy heavy or leader. This is even more powerful combined with the Breakthrough card to disengage. * Perdition must be “directly towards” the “nearest enemy”. If there is a nearer enemy that you don’t want to move towards, kill it first before casting Perdition. * Perdition doesn’t have to kill something, only damage it. Look for a target that you’ll reliably be able to hit and do 1 damage to, not necessarily a target that you can kill with a POW 10. * When your plan depends on triggering Gallows and/or Perdition, remember to have Moriarty go first and cast Puppet Master onto Shadowtongue. That way one bad die roll doesn’t screw your whole turn. * Try to keep Moriarty within 11” of Shadowtongue so you’ll always be in range to walk and Puppet Master him. * Have Moriarty go first and cast Gallows on a target. If she misses, or doesn’t pull as far as you wanted, you can then activate Shadowtongue and arc a second Gallows through Moriarty (who’s already in position). * Hex Blast can be used to snipe stealth solos. You auto-miss but then you boost the blast damage. * Although Revived marauder crew can’t attack the same turn, they CAN provide the Gang bonus for other marauders, which makes a big difference. * You can run a unit of marauder crew, then arc a Revive onto it to place one more model just a little bit farther forward, to be an arc node for a critical spell. == List Design == === Recommended choices === * 3-4 melee heavies, because he can make them threat so far so well. * Some warriors to use as arc nodes. Dirges make good arc nodes because of their cheapness and mobility. * Moriarty is auto-include since she can do more gallows, ghost walk, hex blast, in addition to what you rack, the free upkeep, and puppet master. Sometimes you don’t rack any upkeep spells. That’s OK. She’s still worth it even without the free upkeep! * The Tapper UA on Marauder units makes it more likely that at least one model from the unit will survive, which makes Revive more useful. Beyond that, you can really put anything you want in Shadowtongue’s list, and he can make it good. Experiment! === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} ed662c7c49d700deddac458bc894770152b8132c 281 280 2024-07-07T01:04:50Z 98.33.90.65 0 /* Tricks: */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === You almost always want Perdition. While any warlock can rack Perdition, Shadowtongue is the best at using it because of his channeling and AAT 8. Perdition combines with Gallows for crazy non-linear threat ranges. That leaves you with only 1 flex slot. Fortify, Fury’s Strength, and Black Spot are good choices. == Roles and Strengths: == == Downsides: == == Tricks: == * Shadowtongue’s defining feature is that he can arc spells through any FF warrior model, an incredibly strong ability. He can get crazy Gallows angles, and he can put Hex Blast, Black Spot and Perdition exactly where he wants them. * Practice running a unit into a position where you can sacrifice one model as the arc node while the rest of the unit stays safe, or contests an objective, or does something else useful. * Shadowtongue himself should be as far back as possible; his large control area, arc nodes, personal squishiness, and total lack of weapons (he's the rare model with no weapons at all on his card) mean he should be nowhere near the front lines and preferably out of line-of-sight to anything. * Shadowtongue can do a ton of different stuff to solve different problems, but can't do it all on the same turn - even with his feat he doesn't have the fury to do everything he wants, so you'll have to make the right choices about what's most important. It takes a lot of practice to get past the “analysis paralysis” * You always threaten a long-distance assassination: by Gallows-ing the enemy caster towards you, then Perdition-ing your heavy closer to them. With a good Gallows roll you could kill a caster from 20” away. The opponent has to always be worried about this threat and play around it. * I like to use the Tapper’s Repo 3 mini-feat as early as possible. It spreads the unit out so they’re harder to kill, AND cover a wider area with potential arc nodes on the next turn. I try to get one model as far as possible from the rest of the unit - behind terrain if possible - so that it can survive even if the rest of the unit dies, as a Revive target for future turns. Feat Tips: * If you manage to keep one model from each marauder crew alive, then you can feat and cast a whole bunch of 1-fury Revives. If you Power Swell and use all your fury on this, you could revive a maximum of nine (!) galley crew. * Your fury on feat turn is just enough for one fully-boosted Gallows, one Ghost Walk and one fully-boosted Perdition. Just sayin’. * One of the most important decisions you’ll make during a game is whether the feat should be a Revive feat, an assassination feat, or some other combination. * It is very tempting to spend down to zero fury on feat turn. However, remember what an attractive assassination target a zero-fury Shadowtongue makes. Don’t go mad with power! * All of your Cantankerous heavies casting Rage on themselves for free is one of the best parts of the feat. Spell Tips: * Remember you can put a heavy behind a building, Ghost Walk it and then walk through the building to attack. (You can’t charge without LOS but you can still walk + attack) * Don’t forget Ghost Walk also lets you walk right through defending models. You can Ghost Walk a heavy right through a unit to get to the enemy heavy or leader. This is even more powerful combined with the Breakthrough card to disengage. * Perdition must be “directly towards” the “nearest enemy”. If there is a nearer enemy that you don’t want to move towards, kill it first before casting Perdition. * Perdition doesn’t have to kill something, only damage it. Look for a target that you’ll reliably be able to hit and do 1 damage to, not necessarily a target that you can kill with a POW 10. * When your plan depends on triggering Gallows and/or Perdition, remember to have Moriarty go first and cast Puppet Master onto Shadowtongue. That way one bad die roll doesn’t screw your whole turn. * Try to keep Moriarty within 11” of Shadowtongue so you’ll always be in range to walk and Puppet Master him. * Have Moriarty go first and cast Gallows on a target. If she misses, or doesn’t pull as far as you wanted, you can then activate Shadowtongue and arc a second Gallows through Moriarty (who’s already in position). * Hex Blast can be used to snipe stealth solos. You auto-miss but then you boost the blast damage. * Although Revived marauder crew can’t attack the same turn, they CAN provide the Gang bonus for other marauders, which makes a big difference. * You can run a unit of marauder crew, then arc a Revive onto it to place one more model just a little bit farther forward, to be an arc node for a critical spell. == List Design == === Recommended choices === * 3-4 melee heavies, because he can make them threat so far so well. * Some warriors to use as arc nodes. Dirges make good arc nodes because of their cheapness and mobility. * Moriarty is auto-include since she can do more gallows, ghost walk, hex blast, in addition to what you rack, the free upkeep, and puppet master. Sometimes you don’t rack any upkeep spells. That’s OK. She’s still worth it even without the free upkeep! * The Tapper UA on Marauder units makes it more likely that at least one model from the unit will survive, which makes Revive more useful. Beyond that, you can really put anything you want in Shadowtongue’s list, and he can make it good. Experiment! === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} bef0b29d722d3b20c3023721f96e55558aa1a1d4 282 281 2024-07-07T01:05:54Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* Recommended choices */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === You almost always want Perdition. While any warlock can rack Perdition, Shadowtongue is the best at using it because of his channeling and AAT 8. Perdition combines with Gallows for crazy non-linear threat ranges. That leaves you with only 1 flex slot. Fortify, Fury’s Strength, and Black Spot are good choices. == Roles and Strengths: == == Downsides: == == Tricks: == * Shadowtongue’s defining feature is that he can arc spells through any FF warrior model, an incredibly strong ability. He can get crazy Gallows angles, and he can put Hex Blast, Black Spot and Perdition exactly where he wants them. * Practice running a unit into a position where you can sacrifice one model as the arc node while the rest of the unit stays safe, or contests an objective, or does something else useful. * Shadowtongue himself should be as far back as possible; his large control area, arc nodes, personal squishiness, and total lack of weapons (he's the rare model with no weapons at all on his card) mean he should be nowhere near the front lines and preferably out of line-of-sight to anything. * Shadowtongue can do a ton of different stuff to solve different problems, but can't do it all on the same turn - even with his feat he doesn't have the fury to do everything he wants, so you'll have to make the right choices about what's most important. It takes a lot of practice to get past the “analysis paralysis” * You always threaten a long-distance assassination: by Gallows-ing the enemy caster towards you, then Perdition-ing your heavy closer to them. With a good Gallows roll you could kill a caster from 20” away. The opponent has to always be worried about this threat and play around it. * I like to use the Tapper’s Repo 3 mini-feat as early as possible. It spreads the unit out so they’re harder to kill, AND cover a wider area with potential arc nodes on the next turn. I try to get one model as far as possible from the rest of the unit - behind terrain if possible - so that it can survive even if the rest of the unit dies, as a Revive target for future turns. Feat Tips: * If you manage to keep one model from each marauder crew alive, then you can feat and cast a whole bunch of 1-fury Revives. If you Power Swell and use all your fury on this, you could revive a maximum of nine (!) galley crew. * Your fury on feat turn is just enough for one fully-boosted Gallows, one Ghost Walk and one fully-boosted Perdition. Just sayin’. * One of the most important decisions you’ll make during a game is whether the feat should be a Revive feat, an assassination feat, or some other combination. * It is very tempting to spend down to zero fury on feat turn. However, remember what an attractive assassination target a zero-fury Shadowtongue makes. Don’t go mad with power! * All of your Cantankerous heavies casting Rage on themselves for free is one of the best parts of the feat. Spell Tips: * Remember you can put a heavy behind a building, Ghost Walk it and then walk through the building to attack. (You can’t charge without LOS but you can still walk + attack) * Don’t forget Ghost Walk also lets you walk right through defending models. You can Ghost Walk a heavy right through a unit to get to the enemy heavy or leader. This is even more powerful combined with the Breakthrough card to disengage. * Perdition must be “directly towards” the “nearest enemy”. If there is a nearer enemy that you don’t want to move towards, kill it first before casting Perdition. * Perdition doesn’t have to kill something, only damage it. Look for a target that you’ll reliably be able to hit and do 1 damage to, not necessarily a target that you can kill with a POW 10. * When your plan depends on triggering Gallows and/or Perdition, remember to have Moriarty go first and cast Puppet Master onto Shadowtongue. That way one bad die roll doesn’t screw your whole turn. * Try to keep Moriarty within 11” of Shadowtongue so you’ll always be in range to walk and Puppet Master him. * Have Moriarty go first and cast Gallows on a target. If she misses, or doesn’t pull as far as you wanted, you can then activate Shadowtongue and arc a second Gallows through Moriarty (who’s already in position). * Hex Blast can be used to snipe stealth solos. You auto-miss but then you boost the blast damage. * Although Revived marauder crew can’t attack the same turn, they CAN provide the Gang bonus for other marauders, which makes a big difference. * You can run a unit of marauder crew, then arc a Revive onto it to place one more model just a little bit farther forward, to be an arc node for a critical spell. == List Design == === Recommended choices === * 3-4 melee heavies, because he can make them threat so far so well. * Some warriors to use as arc nodes. Dirges make good arc nodes because of their cheapness and mobility. * Moriarty is auto-include since she can do more gallows, ghost walk, hex blast, in addition to what you rack, the free upkeep, and puppet master. Sometimes you don’t rack any upkeep spells. That’s OK. She’s still worth it even without the free upkeep! * The Tapper UA on Marauder units makes it more likely that at least one model from the unit will survive, which makes Revive more useful. Beyond that, you can really put anything you want in Shadowtongue’s list, and he can make it good. Experiment! Command cards: * Power Swell is extra good on feat turn when each point of fury goes farther. * Sentry Duty should always be in consideration, so that you can cast Gallows or Perdition on a stealth target. This is key in some matchups. * Breakthrough, because Unstoppable is extremely powerful in combination with Ghost Walk. Walk right through the guy engaging you to fight someone on the other side. * Careful Reconnaissance is not quite as mandatory as it is with other warlocks, because Ghost Walk can fill that role. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 58509871be5f1b6ec3718904a35317fd84feefa9 294 282 2024-07-07T01:44:16Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* Recommended Rack choices */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === AAT 8 and channeling make Shadowtongue best-in-army for casting offensive rack spells: Perdition, Black Spot, and Powder Keg. Perdition combines with Gallows for crazy non-linear threat ranges, which make for a strong alpha-strike or assassination plan. It's one of the strongest choices for Shadowtongue. (I never play him without it.) Black Spot is good if you have flexible high-value attacks in your list that would benefit from a higher ROF - like the Battle Brig, for example. Powder Keg has a ridiculously good crit effect, and Shadowtongue is one of the most likely to be able to trigger it. Because of the AOE 3, up to 4 models can be affected by the crit, losing their initial attacks. Beasts and jacks can still buy extra attacks but this is still a huge loss of damage output for a chunk of their army, especially if you land it on an Colossal or a unit of cavalry or something. To fish for crits with powder keg: Run a warrior to within 8" of your target to be a channeler. Have Moriarty put Puppet Master on Shadowtongue. Then activate Shadowtongue, Feat, cast Powder Keg, and boost the hit roll. If you don't crit, use the Puppet Master re-roll to try again. If you still fail to crit you have enough fury for a third try at the roll by casting a second Powder Keg. I ran a Monte Carlo simulation of 100,000 feat turns for each caster, assuming all boosted attack rolls against a DEF 12 target. Shadowtongue gets a crit 81% of the time either on the first hit, the puppet-master re-roll, or on a second cast attempt. It's a high-risk, high-reward strategy: 20% of the time you've wasted your feat and all your fury doing basically nothing. Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == == Downsides: == == Tricks: == * Shadowtongue’s defining feature is that he can arc spells through any FF warrior model, an incredibly strong ability. He can get crazy Gallows angles, and he can put Hex Blast, Black Spot and Perdition exactly where he wants them. * Practice running a unit into a position where you can sacrifice one model as the arc node while the rest of the unit stays safe, or contests an objective, or does something else useful. * Shadowtongue himself should be as far back as possible; his large control area, arc nodes, personal squishiness, and total lack of weapons (he's the rare model with no weapons at all on his card) mean he should be nowhere near the front lines and preferably out of line-of-sight to anything. * Shadowtongue can do a ton of different stuff to solve different problems, but can't do it all on the same turn - even with his feat he doesn't have the fury to do everything he wants, so you'll have to make the right choices about what's most important. It takes a lot of practice to get past the “analysis paralysis” * You always threaten a long-distance assassination: by Gallows-ing the enemy caster towards you, then Perdition-ing your heavy closer to them. With a good Gallows roll you could kill a caster from 20” away. The opponent has to always be worried about this threat and play around it. * I like to use the Tapper’s Repo 3 mini-feat as early as possible. It spreads the unit out so they’re harder to kill, AND cover a wider area with potential arc nodes on the next turn. I try to get one model as far as possible from the rest of the unit - behind terrain if possible - so that it can survive even if the rest of the unit dies, as a Revive target for future turns. Feat Tips: * If you manage to keep one model from each marauder crew alive, then you can feat and cast a whole bunch of 1-fury Revives. If you Power Swell and use all your fury on this, you could revive a maximum of nine (!) galley crew. * Your fury on feat turn is just enough for one fully-boosted Gallows, one Ghost Walk and one fully-boosted Perdition. Just sayin’. * One of the most important decisions you’ll make during a game is whether the feat should be a Revive feat, an assassination feat, or some other combination. * It is very tempting to spend down to zero fury on feat turn. However, remember what an attractive assassination target a zero-fury Shadowtongue makes. Don’t go mad with power! * All of your Cantankerous heavies casting Rage on themselves for free is one of the best parts of the feat. Spell Tips: * Remember you can put a heavy behind a building, Ghost Walk it and then walk through the building to attack. (You can’t charge without LOS but you can still walk + attack) * Don’t forget Ghost Walk also lets you walk right through defending models. You can Ghost Walk a heavy right through a unit to get to the enemy heavy or leader. This is even more powerful combined with the Breakthrough card to disengage. * Perdition must be “directly towards” the “nearest enemy”. If there is a nearer enemy that you don’t want to move towards, kill it first before casting Perdition. * Perdition doesn’t have to kill something, only damage it. Look for a target that you’ll reliably be able to hit and do 1 damage to, not necessarily a target that you can kill with a POW 10. * When your plan depends on triggering Gallows and/or Perdition, remember to have Moriarty go first and cast Puppet Master onto Shadowtongue. That way one bad die roll doesn’t screw your whole turn. * Try to keep Moriarty within 11” of Shadowtongue so you’ll always be in range to walk and Puppet Master him. * Have Moriarty go first and cast Gallows on a target. If she misses, or doesn’t pull as far as you wanted, you can then activate Shadowtongue and arc a second Gallows through Moriarty (who’s already in position). * Hex Blast can be used to snipe stealth solos. You auto-miss but then you boost the blast damage. * Although Revived marauder crew can’t attack the same turn, they CAN provide the Gang bonus for other marauders, which makes a big difference. * You can run a unit of marauder crew, then arc a Revive onto it to place one more model just a little bit farther forward, to be an arc node for a critical spell. == List Design == === Recommended choices === * 3-4 melee heavies, because he can make them threat so far so well. * Some warriors to use as arc nodes. Dirges make good arc nodes because of their cheapness and mobility. * Moriarty is auto-include since she can do more gallows, ghost walk, hex blast, in addition to what you rack, the free upkeep, and puppet master. Sometimes you don’t rack any upkeep spells. That’s OK. She’s still worth it even without the free upkeep! * The Tapper UA on Marauder units makes it more likely that at least one model from the unit will survive, which makes Revive more useful. Beyond that, you can really put anything you want in Shadowtongue’s list, and he can make it good. Experiment! Command cards: * Power Swell is extra good on feat turn when each point of fury goes farther. * Sentry Duty should always be in consideration, so that you can cast Gallows or Perdition on a stealth target. This is key in some matchups. * Breakthrough, because Unstoppable is extremely powerful in combination with Ghost Walk. Walk right through the guy engaging you to fight someone on the other side. * Careful Reconnaissance is not quite as mandatory as it is with other warlocks, because Ghost Walk can fill that role. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 9288ef9e00baa85ef2cd2c1345deb52d8147dfb9 295 294 2024-07-07T01:45:30Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* Tricks: */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === AAT 8 and channeling make Shadowtongue best-in-army for casting offensive rack spells: Perdition, Black Spot, and Powder Keg. Perdition combines with Gallows for crazy non-linear threat ranges, which make for a strong alpha-strike or assassination plan. It's one of the strongest choices for Shadowtongue. (I never play him without it.) Black Spot is good if you have flexible high-value attacks in your list that would benefit from a higher ROF - like the Battle Brig, for example. Powder Keg has a ridiculously good crit effect, and Shadowtongue is one of the most likely to be able to trigger it. Because of the AOE 3, up to 4 models can be affected by the crit, losing their initial attacks. Beasts and jacks can still buy extra attacks but this is still a huge loss of damage output for a chunk of their army, especially if you land it on an Colossal or a unit of cavalry or something. To fish for crits with powder keg: Run a warrior to within 8" of your target to be a channeler. Have Moriarty put Puppet Master on Shadowtongue. Then activate Shadowtongue, Feat, cast Powder Keg, and boost the hit roll. If you don't crit, use the Puppet Master re-roll to try again. If you still fail to crit you have enough fury for a third try at the roll by casting a second Powder Keg. I ran a Monte Carlo simulation of 100,000 feat turns for each caster, assuming all boosted attack rolls against a DEF 12 target. Shadowtongue gets a crit 81% of the time either on the first hit, the puppet-master re-roll, or on a second cast attempt. It's a high-risk, high-reward strategy: 20% of the time you've wasted your feat and all your fury doing basically nothing. Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == == Downsides: == == Tricks: == * You always threaten a long-distance assassination: by Gallows-ing the enemy caster towards you, then Perdition-ing your heavy closer to them. With a good Gallows roll you could kill a caster from 20” away. The opponent has to always be worried about this threat and play around it. * I like to use the Tapper’s Repo 3 mini-feat as early as possible. It spreads the unit out so they’re harder to kill, AND cover a wider area with potential arc nodes on the next turn. I try to get one model as far as possible from the rest of the unit - behind terrain if possible - so that it can survive even if the rest of the unit dies, as a Revive target for future turns. * Practice running a unit into a position where you can sacrifice one model as the arc node while the rest of the unit stays safe, or contests an objective, or does something else useful. Feat Tips: * If you manage to keep one model from each marauder crew alive, then you can feat and cast a whole bunch of 1-fury Revives. If you Power Swell and use all your fury on this, you could revive a maximum of nine (!) galley crew. * Your fury on feat turn is just enough for one fully-boosted Gallows, one Ghost Walk and one fully-boosted Perdition. Just sayin’. * One of the most important decisions you’ll make during a game is whether the feat should be a Revive feat, an assassination feat, or some other combination. * It is very tempting to spend down to zero fury on feat turn. However, remember what an attractive assassination target a zero-fury Shadowtongue makes. Don’t go mad with power! * All of your Cantankerous heavies casting Rage on themselves for free is one of the best parts of the feat. Spell Tips: * Remember you can put a heavy behind a building, Ghost Walk it and then walk through the building to attack. (You can’t charge without LOS but you can still walk + attack) * Don’t forget Ghost Walk also lets you walk right through defending models. You can Ghost Walk a heavy right through a unit to get to the enemy heavy or leader. This is even more powerful combined with the Breakthrough card to disengage. * Perdition must be “directly towards” the “nearest enemy”. If there is a nearer enemy that you don’t want to move towards, kill it first before casting Perdition. * Perdition doesn’t have to kill something, only damage it. Look for a target that you’ll reliably be able to hit and do 1 damage to, not necessarily a target that you can kill with a POW 10. * When your plan depends on triggering Gallows and/or Perdition, remember to have Moriarty go first and cast Puppet Master onto Shadowtongue. That way one bad die roll doesn’t screw your whole turn. * Try to keep Moriarty within 11” of Shadowtongue so you’ll always be in range to walk and Puppet Master him. * Have Moriarty go first and cast Gallows on a target. If she misses, or doesn’t pull as far as you wanted, you can then activate Shadowtongue and arc a second Gallows through Moriarty (who’s already in position). * Hex Blast can be used to snipe stealth solos. You auto-miss but then you boost the blast damage. * Although Revived marauder crew can’t attack the same turn, they CAN provide the Gang bonus for other marauders, which makes a big difference. * You can run a unit of marauder crew, then arc a Revive onto it to place one more model just a little bit farther forward, to be an arc node for a critical spell. == List Design == === Recommended choices === * 3-4 melee heavies, because he can make them threat so far so well. * Some warriors to use as arc nodes. Dirges make good arc nodes because of their cheapness and mobility. * Moriarty is auto-include since she can do more gallows, ghost walk, hex blast, in addition to what you rack, the free upkeep, and puppet master. Sometimes you don’t rack any upkeep spells. That’s OK. She’s still worth it even without the free upkeep! * The Tapper UA on Marauder units makes it more likely that at least one model from the unit will survive, which makes Revive more useful. Beyond that, you can really put anything you want in Shadowtongue’s list, and he can make it good. Experiment! Command cards: * Power Swell is extra good on feat turn when each point of fury goes farther. * Sentry Duty should always be in consideration, so that you can cast Gallows or Perdition on a stealth target. This is key in some matchups. * Breakthrough, because Unstoppable is extremely powerful in combination with Ghost Walk. Walk right through the guy engaging you to fight someone on the other side. * Careful Reconnaissance is not quite as mandatory as it is with other warlocks, because Ghost Walk can fill that role. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 7e7010bf55a964503fb442c77a348c22c032e7df 296 295 2024-07-07T01:46:08Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* Roles and Strengths: */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === AAT 8 and channeling make Shadowtongue best-in-army for casting offensive rack spells: Perdition, Black Spot, and Powder Keg. Perdition combines with Gallows for crazy non-linear threat ranges, which make for a strong alpha-strike or assassination plan. It's one of the strongest choices for Shadowtongue. (I never play him without it.) Black Spot is good if you have flexible high-value attacks in your list that would benefit from a higher ROF - like the Battle Brig, for example. Powder Keg has a ridiculously good crit effect, and Shadowtongue is one of the most likely to be able to trigger it. Because of the AOE 3, up to 4 models can be affected by the crit, losing their initial attacks. Beasts and jacks can still buy extra attacks but this is still a huge loss of damage output for a chunk of their army, especially if you land it on an Colossal or a unit of cavalry or something. To fish for crits with powder keg: Run a warrior to within 8" of your target to be a channeler. Have Moriarty put Puppet Master on Shadowtongue. Then activate Shadowtongue, Feat, cast Powder Keg, and boost the hit roll. If you don't crit, use the Puppet Master re-roll to try again. If you still fail to crit you have enough fury for a third try at the roll by casting a second Powder Keg. I ran a Monte Carlo simulation of 100,000 feat turns for each caster, assuming all boosted attack rolls against a DEF 12 target. Shadowtongue gets a crit 81% of the time either on the first hit, the puppet-master re-roll, or on a second cast attempt. It's a high-risk, high-reward strategy: 20% of the time you've wasted your feat and all your fury doing basically nothing. Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == * Shadowtongue’s defining feature is that he can arc spells through any FF warrior model, an incredibly strong ability. He can get crazy Gallows angles, and he can put Hex Blast, Black Spot and Perdition exactly where he wants them. == Downsides: == == Tricks: == * You always threaten a long-distance assassination: by Gallows-ing the enemy caster towards you, then Perdition-ing your heavy closer to them. With a good Gallows roll you could kill a caster from 20” away. The opponent has to always be worried about this threat and play around it. * I like to use the Tapper’s Repo 3 mini-feat as early as possible. It spreads the unit out so they’re harder to kill, AND cover a wider area with potential arc nodes on the next turn. I try to get one model as far as possible from the rest of the unit - behind terrain if possible - so that it can survive even if the rest of the unit dies, as a Revive target for future turns. * Practice running a unit into a position where you can sacrifice one model as the arc node while the rest of the unit stays safe, or contests an objective, or does something else useful. Feat Tips: * If you manage to keep one model from each marauder crew alive, then you can feat and cast a whole bunch of 1-fury Revives. If you Power Swell and use all your fury on this, you could revive a maximum of nine (!) galley crew. * Your fury on feat turn is just enough for one fully-boosted Gallows, one Ghost Walk and one fully-boosted Perdition. Just sayin’. * One of the most important decisions you’ll make during a game is whether the feat should be a Revive feat, an assassination feat, or some other combination. * It is very tempting to spend down to zero fury on feat turn. However, remember what an attractive assassination target a zero-fury Shadowtongue makes. Don’t go mad with power! * All of your Cantankerous heavies casting Rage on themselves for free is one of the best parts of the feat. Spell Tips: * Remember you can put a heavy behind a building, Ghost Walk it and then walk through the building to attack. (You can’t charge without LOS but you can still walk + attack) * Don’t forget Ghost Walk also lets you walk right through defending models. You can Ghost Walk a heavy right through a unit to get to the enemy heavy or leader. This is even more powerful combined with the Breakthrough card to disengage. * Perdition must be “directly towards” the “nearest enemy”. If there is a nearer enemy that you don’t want to move towards, kill it first before casting Perdition. * Perdition doesn’t have to kill something, only damage it. Look for a target that you’ll reliably be able to hit and do 1 damage to, not necessarily a target that you can kill with a POW 10. * When your plan depends on triggering Gallows and/or Perdition, remember to have Moriarty go first and cast Puppet Master onto Shadowtongue. That way one bad die roll doesn’t screw your whole turn. * Try to keep Moriarty within 11” of Shadowtongue so you’ll always be in range to walk and Puppet Master him. * Have Moriarty go first and cast Gallows on a target. If she misses, or doesn’t pull as far as you wanted, you can then activate Shadowtongue and arc a second Gallows through Moriarty (who’s already in position). * Hex Blast can be used to snipe stealth solos. You auto-miss but then you boost the blast damage. * Although Revived marauder crew can’t attack the same turn, they CAN provide the Gang bonus for other marauders, which makes a big difference. * You can run a unit of marauder crew, then arc a Revive onto it to place one more model just a little bit farther forward, to be an arc node for a critical spell. == List Design == === Recommended choices === * 3-4 melee heavies, because he can make them threat so far so well. * Some warriors to use as arc nodes. Dirges make good arc nodes because of their cheapness and mobility. * Moriarty is auto-include since she can do more gallows, ghost walk, hex blast, in addition to what you rack, the free upkeep, and puppet master. Sometimes you don’t rack any upkeep spells. That’s OK. She’s still worth it even without the free upkeep! * The Tapper UA on Marauder units makes it more likely that at least one model from the unit will survive, which makes Revive more useful. Beyond that, you can really put anything you want in Shadowtongue’s list, and he can make it good. Experiment! Command cards: * Power Swell is extra good on feat turn when each point of fury goes farther. * Sentry Duty should always be in consideration, so that you can cast Gallows or Perdition on a stealth target. This is key in some matchups. * Breakthrough, because Unstoppable is extremely powerful in combination with Ghost Walk. Walk right through the guy engaging you to fight someone on the other side. * Careful Reconnaissance is not quite as mandatory as it is with other warlocks, because Ghost Walk can fill that role. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} a9080c3dfcc78d59e17803c4a1688dc0969c0f85 298 296 2024-07-07T01:50:24Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* Downsides: */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === AAT 8 and channeling make Shadowtongue best-in-army for casting offensive rack spells: Perdition, Black Spot, and Powder Keg. Perdition combines with Gallows for crazy non-linear threat ranges, which make for a strong alpha-strike or assassination plan. It's one of the strongest choices for Shadowtongue. (I never play him without it.) Black Spot is good if you have flexible high-value attacks in your list that would benefit from a higher ROF - like the Battle Brig, for example. Powder Keg has a ridiculously good crit effect, and Shadowtongue is one of the most likely to be able to trigger it. Because of the AOE 3, up to 4 models can be affected by the crit, losing their initial attacks. Beasts and jacks can still buy extra attacks but this is still a huge loss of damage output for a chunk of their army, especially if you land it on an Colossal or a unit of cavalry or something. To fish for crits with powder keg: Run a warrior to within 8" of your target to be a channeler. Have Moriarty put Puppet Master on Shadowtongue. Then activate Shadowtongue, Feat, cast Powder Keg, and boost the hit roll. If you don't crit, use the Puppet Master re-roll to try again. If you still fail to crit you have enough fury for a third try at the roll by casting a second Powder Keg. I ran a Monte Carlo simulation of 100,000 feat turns for each caster, assuming all boosted attack rolls against a DEF 12 target. Shadowtongue gets a crit 81% of the time either on the first hit, the puppet-master re-roll, or on a second cast attempt. It's a high-risk, high-reward strategy: 20% of the time you've wasted your feat and all your fury doing basically nothing. Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == * Shadowtongue’s defining feature is that he can arc spells through any FF warrior model, an incredibly strong ability. He can get crazy Gallows angles, and he can put Hex Blast, Black Spot and Perdition exactly where he wants them. == Downsides: == * Shadowtongue is very vulnerable to assassination, due to his unimpressive DEF and ARM, lack of defensive tech, and propensity for spending his whole fury stack. Keep him as far back as possible, preferably out of line-of-sight to anything. His large control area, arc nodes, personal squishiness, and total lack of weapons mean he has no reason to need to be near the front lines. * Shadowtongue can do a ton of different stuff to solve different problems, but can't do it all on the same turn - even with his feat he doesn't have the fury to do everything he wants, so you'll have to make the right choices about what's most important. It takes a lot of practice to get past the “analysis paralysis” == Tricks: == * You always threaten a long-distance assassination: by Gallows-ing the enemy caster towards you, then Perdition-ing your heavy closer to them. With a good Gallows roll you could kill a caster from 20” away. The opponent has to always be worried about this threat and play around it. * I like to use the Tapper’s Repo 3 mini-feat as early as possible. It spreads the unit out so they’re harder to kill, AND cover a wider area with potential arc nodes on the next turn. I try to get one model as far as possible from the rest of the unit - behind terrain if possible - so that it can survive even if the rest of the unit dies, as a Revive target for future turns. * Practice running a unit into a position where you can sacrifice one model as the arc node while the rest of the unit stays safe, or contests an objective, or does something else useful. Feat Tips: * If you manage to keep one model from each marauder crew alive, then you can feat and cast a whole bunch of 1-fury Revives. If you Power Swell and use all your fury on this, you could revive a maximum of nine (!) galley crew. * Your fury on feat turn is just enough for one fully-boosted Gallows, one Ghost Walk and one fully-boosted Perdition. Just sayin’. * One of the most important decisions you’ll make during a game is whether the feat should be a Revive feat, an assassination feat, or some other combination. * It is very tempting to spend down to zero fury on feat turn. However, remember what an attractive assassination target a zero-fury Shadowtongue makes. Don’t go mad with power! * All of your Cantankerous heavies casting Rage on themselves for free is one of the best parts of the feat. Spell Tips: * Remember you can put a heavy behind a building, Ghost Walk it and then walk through the building to attack. (You can’t charge without LOS but you can still walk + attack) * Don’t forget Ghost Walk also lets you walk right through defending models. You can Ghost Walk a heavy right through a unit to get to the enemy heavy or leader. This is even more powerful combined with the Breakthrough card to disengage. * Perdition must be “directly towards” the “nearest enemy”. If there is a nearer enemy that you don’t want to move towards, kill it first before casting Perdition. * Perdition doesn’t have to kill something, only damage it. Look for a target that you’ll reliably be able to hit and do 1 damage to, not necessarily a target that you can kill with a POW 10. * When your plan depends on triggering Gallows and/or Perdition, remember to have Moriarty go first and cast Puppet Master onto Shadowtongue. That way one bad die roll doesn’t screw your whole turn. * Try to keep Moriarty within 11” of Shadowtongue so you’ll always be in range to walk and Puppet Master him. * Have Moriarty go first and cast Gallows on a target. If she misses, or doesn’t pull as far as you wanted, you can then activate Shadowtongue and arc a second Gallows through Moriarty (who’s already in position). * Hex Blast can be used to snipe stealth solos. You auto-miss but then you boost the blast damage. * Although Revived marauder crew can’t attack the same turn, they CAN provide the Gang bonus for other marauders, which makes a big difference. * You can run a unit of marauder crew, then arc a Revive onto it to place one more model just a little bit farther forward, to be an arc node for a critical spell. == List Design == === Recommended choices === * 3-4 melee heavies, because he can make them threat so far so well. * Some warriors to use as arc nodes. Dirges make good arc nodes because of their cheapness and mobility. * Moriarty is auto-include since she can do more gallows, ghost walk, hex blast, in addition to what you rack, the free upkeep, and puppet master. Sometimes you don’t rack any upkeep spells. That’s OK. She’s still worth it even without the free upkeep! * The Tapper UA on Marauder units makes it more likely that at least one model from the unit will survive, which makes Revive more useful. Beyond that, you can really put anything you want in Shadowtongue’s list, and he can make it good. Experiment! Command cards: * Power Swell is extra good on feat turn when each point of fury goes farther. * Sentry Duty should always be in consideration, so that you can cast Gallows or Perdition on a stealth target. This is key in some matchups. * Breakthrough, because Unstoppable is extremely powerful in combination with Ghost Walk. Walk right through the guy engaging you to fight someone on the other side. * Careful Reconnaissance is not quite as mandatory as it is with other warlocks, because Ghost Walk can fill that role. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} c24744edc0b77037f4f131bd6aebb3a1ac2ab2b8 300 298 2024-07-07T01:57:00Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* Tricks: */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === AAT 8 and channeling make Shadowtongue best-in-army for casting offensive rack spells: Perdition, Black Spot, and Powder Keg. Perdition combines with Gallows for crazy non-linear threat ranges, which make for a strong alpha-strike or assassination plan. It's one of the strongest choices for Shadowtongue. (I never play him without it.) Black Spot is good if you have flexible high-value attacks in your list that would benefit from a higher ROF - like the Battle Brig, for example. Powder Keg has a ridiculously good crit effect, and Shadowtongue is one of the most likely to be able to trigger it. Because of the AOE 3, up to 4 models can be affected by the crit, losing their initial attacks. Beasts and jacks can still buy extra attacks but this is still a huge loss of damage output for a chunk of their army, especially if you land it on an Colossal or a unit of cavalry or something. To fish for crits with powder keg: Run a warrior to within 8" of your target to be a channeler. Have Moriarty put Puppet Master on Shadowtongue. Then activate Shadowtongue, Feat, cast Powder Keg, and boost the hit roll. If you don't crit, use the Puppet Master re-roll to try again. If you still fail to crit you have enough fury for a third try at the roll by casting a second Powder Keg. I ran a Monte Carlo simulation of 100,000 feat turns for each caster, assuming all boosted attack rolls against a DEF 12 target. Shadowtongue gets a crit 81% of the time either on the first hit, the puppet-master re-roll, or on a second cast attempt. It's a high-risk, high-reward strategy: 20% of the time you've wasted your feat and all your fury doing basically nothing. Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == * Shadowtongue’s defining feature is that he can arc spells through any FF warrior model, an incredibly strong ability. He can get crazy Gallows angles, and he can put Hex Blast, Black Spot and Perdition exactly where he wants them. == Downsides: == * Shadowtongue is very vulnerable to assassination, due to his unimpressive DEF and ARM, lack of defensive tech, and propensity for spending his whole fury stack. Keep him as far back as possible, preferably out of line-of-sight to anything. His large control area, arc nodes, personal squishiness, and total lack of weapons mean he has no reason to need to be near the front lines. * Shadowtongue can do a ton of different stuff to solve different problems, but can't do it all on the same turn - even with his feat he doesn't have the fury to do everything he wants, so you'll have to make the right choices about what's most important. It takes a lot of practice to get past the “analysis paralysis” == Tricks: == Positioning Tricks: * I like to use the Tapper’s Repo 3 mini-feat as early as possible. It spreads the unit out so they’re harder to kill, AND cover a wider area with potential arc nodes on the next turn. I try to get one model as far as possible from the rest of the unit - behind terrain if possible - so that it can survive even if the rest of the unit dies, as a Revive target for future turns. * Practice running a unit into a position where you can sacrifice one model as the arc node while the rest of the unit stays safe, or contests an objective, or does something else useful. Feat Tricks: * If you manage to keep one model from each marauder crew alive, then you can feat and cast a whole bunch of 1-fury Revives. If you Power Swell and use all your fury on this, you could revive a maximum of nine (!) galley crew. * Your fury on feat turn is just enough for one fully-boosted Gallows, one Ghost Walk and one fully-boosted Perdition. Just sayin’. * One of the most important decisions you’ll make during a game is whether the feat should be a Revive feat, an assassination feat, or some other combination. * It is very tempting to spend down to zero fury on feat turn. However, remember what an attractive assassination target a zero-fury Shadowtongue makes. Don’t go mad with power! * All of your Cantankerous heavies casting Rage on themselves for free is one of the best parts of the feat. Spell Tricks: * Remember you can put a heavy behind a building, Ghost Walk it and then walk through the building to attack. (You can’t charge without LOS but you can still walk + attack) * Don’t forget Ghost Walk also lets you walk right through defending models. You can Ghost Walk a heavy right through a unit to get to the enemy heavy or leader. This is even more powerful combined with the Breakthrough card to disengage. * Perdition must be “directly towards” the “nearest enemy”. If there is a nearer enemy that you don’t want to move towards, kill it first before casting Perdition. * Perdition doesn’t have to kill something, only damage it. Look for a target that you’ll reliably be able to hit and do 1 damage to, not necessarily a target that you can kill with a POW 10. * When your plan depends on triggering Gallows and/or Perdition, remember to have Moriarty go first and cast Puppet Master onto Shadowtongue. That way one bad die roll doesn’t screw your whole turn. * Try to keep Moriarty within 11” of Shadowtongue so you’ll always be in range to walk and Puppet Master him. * Have Moriarty go first and cast Gallows on a target. If she misses, or doesn’t pull as far as you wanted, you can then activate Shadowtongue and arc a second Gallows through Moriarty (who’s already in position). * Hex Blast can be used to snipe stealth solos. You auto-miss but then you boost the blast damage. * Although Revived marauder crew can’t attack the same turn, they CAN provide the Gang bonus for other marauders, which makes a big difference. * You can run a unit of marauder crew, then arc a Revive onto it to place one more model just a little bit farther forward, to be an arc node for a critical spell. == List Design == === Recommended choices === * 3-4 melee heavies, because he can make them threat so far so well. * Some warriors to use as arc nodes. Dirges make good arc nodes because of their cheapness and mobility. * Moriarty is auto-include since she can do more gallows, ghost walk, hex blast, in addition to what you rack, the free upkeep, and puppet master. Sometimes you don’t rack any upkeep spells. That’s OK. She’s still worth it even without the free upkeep! * The Tapper UA on Marauder units makes it more likely that at least one model from the unit will survive, which makes Revive more useful. Beyond that, you can really put anything you want in Shadowtongue’s list, and he can make it good. Experiment! Command cards: * Power Swell is extra good on feat turn when each point of fury goes farther. * Sentry Duty should always be in consideration, so that you can cast Gallows or Perdition on a stealth target. This is key in some matchups. * Breakthrough, because Unstoppable is extremely powerful in combination with Ghost Walk. Walk right through the guy engaging you to fight someone on the other side. * Careful Reconnaissance is not quite as mandatory as it is with other warlocks, because Ghost Walk can fill that role. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 38b386cfb97515e76b559821d39e1988c122060f Template:Ghost Walk 10 78 267 2024-07-07T00:44:45Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | COST !! style="width:3em;" | RNG !! style="width:3em;" | AOE !! style="width:3em;" | POW !! style="width:3em;" | DUR !! style="width:3em;" | OFF |- | ''' Ghost Walk ''' || 2 || 6 || - || - || Turn || No |- | Target friendly Faction model/unit gainst Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | COST !! style="width:3em;" | RNG !! style="width:3em;" | AOE !! style="width:3em;" | POW !! style="width:3em;" | DUR !! style="width:3em;" | OFF |- | ''' Ghost Walk ''' || 2 || 6 || - || - || Turn || No |- | Target friendly Faction model/unit gainst Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions and models if it has enough movement to move completely past them.) |} 16410cb87dbb738d82801ee35585297f3b61f80c 271 267 2024-07-07T00:51:05Z 98.33.90.65 0 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | COST !! style="width:3em;" | RNG !! style="width:3em;" | AOE !! style="width:3em;" | POW !! style="width:3em;" | DUR !! style="width:3em;" | OFF |- | ''' Ghost Walk ''' || 2 || 6 || - || - || Turn || No |- | colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions and models if it has enough movement to move completely past them.) |} b85c89a62d08cf7e64a7cb76223ebf7652cb50fc Template:Hex Blast 10 79 268 2024-07-07T00:46:40Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | COST !! style="width:3em;" | RNG !! style="width:3em;" | AOE !! style="width:3em;" | POW !! style="width:3em;" | DUR !! style="width:3em;" | OFF |- | ''' Hex Blast ''' || 3 || 10 || 2 || 13/8 || - || Yes |- | Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | COST !! style="width:3em;" | RNG !! style="width:3em;" | AOE !! style="width:3em;" | POW !! style="width:3em;" | DUR !! style="width:3em;" | OFF |- | ''' Hex Blast ''' || 3 || 10 || 2 || 13/8 || - || Yes |- | Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire. |} 6f9b24377391a7c0a659905eac7273197fde23ef 270 268 2024-07-07T00:50:40Z 98.33.90.65 0 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | COST !! style="width:3em;" | RNG !! style="width:3em;" | AOE !! style="width:3em;" | POW !! style="width:3em;" | DUR !! style="width:3em;" | OFF |- | ''' Hex Blast ''' || 3 || 10 || 2 || 13/8 || - || Yes |- |colspan=7 style="text-align: left;"| Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire. |} 869533fff298b6b5f9a8a4a50f3a32cdf293ef20 Template:Revive 10 80 269 2024-07-07T00:50:07Z 98.33.90.65 0 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Revive</big> ''' || 2 || 8 || - || - || -|| No |- |colspan=7 style="text-align: left;"| Target one friendly trooper model. Return one destroyed Grunt model to the target model's unit. The Grunt is returned w..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Revive</big> ''' || 2 || 8 || - || - || -|| No |- |colspan=7 style="text-align: left;"| Target one friendly trooper model. Return one destroyed Grunt model to the target model's unit. The Grunt is returned with one unmarked damage box. Place the returned Grunt within 2" of the target model. The Grunt model must forfeit its Normal Movement and Combat Action the turn it is returned to play. |} 94a43454a228207d0b5443313591a468bb391943 Template:Sea Raider Rack List 10 81 274 2024-07-07T00:54:25Z Spacewizardfromhell 14 Created page with "=== Sea Raider Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{ Carnage}} {{Death March}} {{Hex Blast}} {{Inviolable Resolve}} {{Red Line}} {{Second Sight}} {{Silence of Death}} {{Soul Fire}} {{Unnatural Darkness}} {{Windstorm}} </div> </div>" wikitext text/x-wiki === Sea Raider Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{ Carnage}} {{Death March}} {{Hex Blast}} {{Inviolable Resolve}} {{Red Line}} {{Second Sight}} {{Silence of Death}} {{Soul Fire}} {{Unnatural Darkness}} {{Windstorm}} </div> </div> 0effa3401e3d096a383300b425525a0544f8aa23 275 274 2024-07-07T00:54:37Z Spacewizardfromhell 14 /* Sea Raider Rack Spells (expandable List) */ wikitext text/x-wiki === Sea Raider Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{Carnage}} {{Death March}} {{Hex Blast}} {{Inviolable Resolve}} {{Red Line}} {{Second Sight}} {{Silence of Death}} {{Soul Fire}} {{Unnatural Darkness}} {{Windstorm}} </div> </div> 5051bb040dd37df738d80108893ab02c233fe936 Template:Inviolable Resolve 10 82 287 2024-07-07T01:33:16Z Spacewizardfromhell 14 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | COST !! style="width:3em;" | RNG !! style="width:3em;" | AOE !! style="width:3em;" | POW !! style="width:3em;" | DUR !! style="width:3em;" | OFF |- | ''' Inviolable Resolve ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains +2 ARM and cannot be knocked down or moved by a push or slam. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | COST !! style="width:3em;" | RNG !! style="width:3em;" | AOE !! style="width:3em;" | POW !! style="width:3em;" | DUR !! style="width:3em;" | OFF |- | ''' Inviolable Resolve ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains +2 ARM and cannot be knocked down or moved by a push or slam. |} 916bac126af8d0f8f9d453003df65f8e5d5da933 Orgoth Sea Raiders 0 40 297 190 2024-07-07T01:46:24Z 2601:285:4100:21E0:21B6:A88B:BA0B:A660 0 /* Horruskh, The Thousand Wraths */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. A lot of your models have spell ward and windstorm is a ubiquitous spell for the faction, providing it with a lot of great tools to keep it safe from harm on the approach and allow more of the army to get into melee. Ultimately, the faction's main identifying feature is that it is a defensive faction, and as such it's usually left to have a few pieces hit very hard at the start of your activation. If you're ok with sustaining losses, but getting the job done with whatever you have left anyway, this may be the faction for you. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is one of the few casters in the game possessed of multiple feats. His first feat is that he gives his entire army +3 arm and makes their toughs work on 4+. His second feat is that he lets you re-roll a bunch of sub-par rolls into better ones, effectively mitigating your baseline. His final feat is that he hits at PS17 8 times, meaning he often gets to screw up a heavy or two on his way in. If you like a slower playstyle with a highly dynamic caster who's as at peace on the frontline as he is in your backline, this is the caster for you. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. She lives life on the edge, with fire group and open fire often meaning she has very little focus to use for herself. IF you want to run a gunline that's effectively +5 range on enemy gunlines before their modifiers, this is the caster for you. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a modern take on the classic question "what if my threat range was the board". She's essentially a less horrific version of Mk III Arkadius, with a 17" threat in her back pocket at all times. Her army hits like a truck and she can often do way more damage than she has any right to on her turn, but she also has a side gig in dying because she's constantly running low on focus. She can do a couple really cool things per turn, but it's up to you to decide which of those cool things she will do. If you like going fast and hitting hard, she's your girl. {{Orgoth Sea Raiders Footer}} 938cf6cd039675a40ae24db990f241b51b8fa673 Template:Brineblood Marauders Rack List 10 83 299 2024-07-07T01:54:23Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 Created page with "{{ Black Spot }} {{ Fortify }} {{ Fortune }} {{ Fury's Strength }} {{ Open Fire }} {{ Perdition }} {{ Powder Keg }} {{ Rough Seas }} {{ Tide Pool }} {{ Tides of War }}" wikitext text/x-wiki {{ Black Spot }} {{ Fortify }} {{ Fortune }} {{ Fury's Strength }} {{ Open Fire }} {{ Perdition }} {{ Powder Keg }} {{ Rough Seas }} {{ Tide Pool }} {{ Tides of War }} 513292daedbda8aa7ea057808d0dd808a4242eab Captain Shadowtongue 0 77 301 300 2024-07-07T01:57:25Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* Roles and Strengths: */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === AAT 8 and channeling make Shadowtongue best-in-army for casting offensive rack spells: Perdition, Black Spot, and Powder Keg. Perdition combines with Gallows for crazy non-linear threat ranges, which make for a strong alpha-strike or assassination plan. It's one of the strongest choices for Shadowtongue. (I never play him without it.) Black Spot is good if you have flexible high-value attacks in your list that would benefit from a higher ROF - like the Battle Brig, for example. Powder Keg has a ridiculously good crit effect, and Shadowtongue is one of the most likely to be able to trigger it. Because of the AOE 3, up to 4 models can be affected by the crit, losing their initial attacks. Beasts and jacks can still buy extra attacks but this is still a huge loss of damage output for a chunk of their army, especially if you land it on an Colossal or a unit of cavalry or something. To fish for crits with powder keg: Run a warrior to within 8" of your target to be a channeler. Have Moriarty put Puppet Master on Shadowtongue. Then activate Shadowtongue, Feat, cast Powder Keg, and boost the hit roll. If you don't crit, use the Puppet Master re-roll to try again. If you still fail to crit you have enough fury for a third try at the roll by casting a second Powder Keg. I ran a Monte Carlo simulation of 100,000 feat turns for each caster, assuming all boosted attack rolls against a DEF 12 target. Shadowtongue gets a crit 81% of the time either on the first hit, the puppet-master re-roll, or on a second cast attempt. It's a high-risk, high-reward strategy: 20% of the time you've wasted your feat and all your fury doing basically nothing. Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == * Shadowtongue’s defining feature is that he can arc spells through any FF warrior model, an incredibly strong ability. He can get crazy Gallows angles, and he can put Hex Blast, Black Spot and Perdition exactly where he wants them. * You always threaten a long-distance assassination: by Gallows-ing the enemy caster towards you, then Perdition-ing your heavy closer to them. With a good Gallows roll you could kill a caster from 20” away. The opponent has to always be worried about this threat and play around it. == Downsides: == * Shadowtongue is very vulnerable to assassination, due to his unimpressive DEF and ARM, lack of defensive tech, and propensity for spending his whole fury stack. Keep him as far back as possible, preferably out of line-of-sight to anything. His large control area, arc nodes, personal squishiness, and total lack of weapons mean he has no reason to need to be near the front lines. * Shadowtongue can do a ton of different stuff to solve different problems, but can't do it all on the same turn - even with his feat he doesn't have the fury to do everything he wants, so you'll have to make the right choices about what's most important. It takes a lot of practice to get past the “analysis paralysis” == Tricks: == Positioning Tricks: * I like to use the Tapper’s Repo 3 mini-feat as early as possible. It spreads the unit out so they’re harder to kill, AND cover a wider area with potential arc nodes on the next turn. I try to get one model as far as possible from the rest of the unit - behind terrain if possible - so that it can survive even if the rest of the unit dies, as a Revive target for future turns. * Practice running a unit into a position where you can sacrifice one model as the arc node while the rest of the unit stays safe, or contests an objective, or does something else useful. Feat Tricks: * If you manage to keep one model from each marauder crew alive, then you can feat and cast a whole bunch of 1-fury Revives. If you Power Swell and use all your fury on this, you could revive a maximum of nine (!) galley crew. * Your fury on feat turn is just enough for one fully-boosted Gallows, one Ghost Walk and one fully-boosted Perdition. Just sayin’. * One of the most important decisions you’ll make during a game is whether the feat should be a Revive feat, an assassination feat, or some other combination. * It is very tempting to spend down to zero fury on feat turn. However, remember what an attractive assassination target a zero-fury Shadowtongue makes. Don’t go mad with power! * All of your Cantankerous heavies casting Rage on themselves for free is one of the best parts of the feat. Spell Tricks: * Remember you can put a heavy behind a building, Ghost Walk it and then walk through the building to attack. (You can’t charge without LOS but you can still walk + attack) * Don’t forget Ghost Walk also lets you walk right through defending models. You can Ghost Walk a heavy right through a unit to get to the enemy heavy or leader. This is even more powerful combined with the Breakthrough card to disengage. * Perdition must be “directly towards” the “nearest enemy”. If there is a nearer enemy that you don’t want to move towards, kill it first before casting Perdition. * Perdition doesn’t have to kill something, only damage it. Look for a target that you’ll reliably be able to hit and do 1 damage to, not necessarily a target that you can kill with a POW 10. * When your plan depends on triggering Gallows and/or Perdition, remember to have Moriarty go first and cast Puppet Master onto Shadowtongue. That way one bad die roll doesn’t screw your whole turn. * Try to keep Moriarty within 11” of Shadowtongue so you’ll always be in range to walk and Puppet Master him. * Have Moriarty go first and cast Gallows on a target. If she misses, or doesn’t pull as far as you wanted, you can then activate Shadowtongue and arc a second Gallows through Moriarty (who’s already in position). * Hex Blast can be used to snipe stealth solos. You auto-miss but then you boost the blast damage. * Although Revived marauder crew can’t attack the same turn, they CAN provide the Gang bonus for other marauders, which makes a big difference. * You can run a unit of marauder crew, then arc a Revive onto it to place one more model just a little bit farther forward, to be an arc node for a critical spell. == List Design == === Recommended choices === * 3-4 melee heavies, because he can make them threat so far so well. * Some warriors to use as arc nodes. Dirges make good arc nodes because of their cheapness and mobility. * Moriarty is auto-include since she can do more gallows, ghost walk, hex blast, in addition to what you rack, the free upkeep, and puppet master. Sometimes you don’t rack any upkeep spells. That’s OK. She’s still worth it even without the free upkeep! * The Tapper UA on Marauder units makes it more likely that at least one model from the unit will survive, which makes Revive more useful. Beyond that, you can really put anything you want in Shadowtongue’s list, and he can make it good. Experiment! Command cards: * Power Swell is extra good on feat turn when each point of fury goes farther. * Sentry Duty should always be in consideration, so that you can cast Gallows or Perdition on a stealth target. This is key in some matchups. * Breakthrough, because Unstoppable is extremely powerful in combination with Ghost Walk. Walk right through the guy engaging you to fight someone on the other side. * Careful Reconnaissance is not quite as mandatory as it is with other warlocks, because Ghost Walk can fill that role. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 29b6648a3e871acab51e9073e70c6de25df6dd49 302 301 2024-07-07T01:57:42Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* Tricks: */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === AAT 8 and channeling make Shadowtongue best-in-army for casting offensive rack spells: Perdition, Black Spot, and Powder Keg. Perdition combines with Gallows for crazy non-linear threat ranges, which make for a strong alpha-strike or assassination plan. It's one of the strongest choices for Shadowtongue. (I never play him without it.) Black Spot is good if you have flexible high-value attacks in your list that would benefit from a higher ROF - like the Battle Brig, for example. Powder Keg has a ridiculously good crit effect, and Shadowtongue is one of the most likely to be able to trigger it. Because of the AOE 3, up to 4 models can be affected by the crit, losing their initial attacks. Beasts and jacks can still buy extra attacks but this is still a huge loss of damage output for a chunk of their army, especially if you land it on an Colossal or a unit of cavalry or something. To fish for crits with powder keg: Run a warrior to within 8" of your target to be a channeler. Have Moriarty put Puppet Master on Shadowtongue. Then activate Shadowtongue, Feat, cast Powder Keg, and boost the hit roll. If you don't crit, use the Puppet Master re-roll to try again. If you still fail to crit you have enough fury for a third try at the roll by casting a second Powder Keg. I ran a Monte Carlo simulation of 100,000 feat turns for each caster, assuming all boosted attack rolls against a DEF 12 target. Shadowtongue gets a crit 81% of the time either on the first hit, the puppet-master re-roll, or on a second cast attempt. It's a high-risk, high-reward strategy: 20% of the time you've wasted your feat and all your fury doing basically nothing. Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == * Shadowtongue’s defining feature is that he can arc spells through any FF warrior model, an incredibly strong ability. He can get crazy Gallows angles, and he can put Hex Blast, Black Spot and Perdition exactly where he wants them. * You always threaten a long-distance assassination: by Gallows-ing the enemy caster towards you, then Perdition-ing your heavy closer to them. With a good Gallows roll you could kill a caster from 20” away. The opponent has to always be worried about this threat and play around it. == Downsides: == * Shadowtongue is very vulnerable to assassination, due to his unimpressive DEF and ARM, lack of defensive tech, and propensity for spending his whole fury stack. Keep him as far back as possible, preferably out of line-of-sight to anything. His large control area, arc nodes, personal squishiness, and total lack of weapons mean he has no reason to need to be near the front lines. * Shadowtongue can do a ton of different stuff to solve different problems, but can't do it all on the same turn - even with his feat he doesn't have the fury to do everything he wants, so you'll have to make the right choices about what's most important. It takes a lot of practice to get past the “analysis paralysis” == Tricks: == Positioning Tricks: * I like to use the Tapper’s Repo 3 mini-feat as early as possible. It spreads the unit out so they’re harder to kill, AND cover a wider area with potential arc nodes on the next turn. I try to get one model as far as possible from the rest of the unit - behind terrain if possible - so that it can survive even if the rest of the unit dies, as a Revive target for future turns. * Practice running a unit into a position where you can sacrifice one model as the arc node while the rest of the unit stays safe, or contests an objective, or does something else useful. Feat Tricks: * If you manage to keep one model from each marauder crew alive, then you can feat and cast a whole bunch of 1-fury Revives. If you Power Swell and use all your fury on this, you could revive a maximum of nine (!) galley crew. * Your fury on feat turn is just enough for one fully-boosted Gallows, one Ghost Walk and one fully-boosted Perdition. Just sayin’. * It is very tempting to spend down to zero fury on feat turn. However, remember what an attractive assassination target a zero-fury Shadowtongue makes. Don’t go mad with power! * All of your Cantankerous heavies casting Rage on themselves for free is one of the best parts of the feat. Spell Tricks: * Remember you can put a heavy behind a building, Ghost Walk it and then walk through the building to attack. (You can’t charge without LOS but you can still walk + attack) * Don’t forget Ghost Walk also lets you walk right through defending models. You can Ghost Walk a heavy right through a unit to get to the enemy heavy or leader. This is even more powerful combined with the Breakthrough card to disengage. * Perdition must be “directly towards” the “nearest enemy”. If there is a nearer enemy that you don’t want to move towards, kill it first before casting Perdition. * Perdition doesn’t have to kill something, only damage it. Look for a target that you’ll reliably be able to hit and do 1 damage to, not necessarily a target that you can kill with a POW 10. * When your plan depends on triggering Gallows and/or Perdition, remember to have Moriarty go first and cast Puppet Master onto Shadowtongue. That way one bad die roll doesn’t screw your whole turn. * Try to keep Moriarty within 11” of Shadowtongue so you’ll always be in range to walk and Puppet Master him. * Have Moriarty go first and cast Gallows on a target. If she misses, or doesn’t pull as far as you wanted, you can then activate Shadowtongue and arc a second Gallows through Moriarty (who’s already in position). * Hex Blast can be used to snipe stealth solos. You auto-miss but then you boost the blast damage. * Although Revived marauder crew can’t attack the same turn, they CAN provide the Gang bonus for other marauders, which makes a big difference. * You can run a unit of marauder crew, then arc a Revive onto it to place one more model just a little bit farther forward, to be an arc node for a critical spell. == List Design == === Recommended choices === * 3-4 melee heavies, because he can make them threat so far so well. * Some warriors to use as arc nodes. Dirges make good arc nodes because of their cheapness and mobility. * Moriarty is auto-include since she can do more gallows, ghost walk, hex blast, in addition to what you rack, the free upkeep, and puppet master. Sometimes you don’t rack any upkeep spells. That’s OK. She’s still worth it even without the free upkeep! * The Tapper UA on Marauder units makes it more likely that at least one model from the unit will survive, which makes Revive more useful. Beyond that, you can really put anything you want in Shadowtongue’s list, and he can make it good. Experiment! Command cards: * Power Swell is extra good on feat turn when each point of fury goes farther. * Sentry Duty should always be in consideration, so that you can cast Gallows or Perdition on a stealth target. This is key in some matchups. * Breakthrough, because Unstoppable is extremely powerful in combination with Ghost Walk. Walk right through the guy engaging you to fight someone on the other side. * Careful Reconnaissance is not quite as mandatory as it is with other warlocks, because Ghost Walk can fill that role. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} bc1d240abec3749d591169d8e71512c2276a8409 303 302 2024-07-07T01:59:51Z 2601:647:5E81:4790:8EF0:C83D:3431:D02F 0 /* Roles and Strengths: */ wikitext text/x-wiki == Captain Shadowtongue == Shadowtongue was captured and enslaved by Cryx, and forced into service as a living weapon aboard one of the ships of their Black Fleet. This has left him with a grim and humorless personality, a knowledge of Cryxian magic, and a burning hatred for the servants of the Dragonfather. Compared to the other Brineblood warlocks who have a more or less fixed game plan, Shadowtongue is more of a toolbox/problem-solver who can adapt to answer the opponent's list. He plays more like a Cryx or Circle caster than what most people would expect from Trollbloods - slinging offensive spells through arc nodes, and extending the threat range of his beasts, while hiding far from the action. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Shadowtongue ''' || 5 || 8 || 14 || 16 || 8 || 16 |} ===Abilities:=== *'''Tough''' *'''Birds Eye''' : While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. *'''Dark Rituals''' : This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. ===Weapons=== None. Absolutely none. The rare model to not even have a MAT or RAT number. He can't charge or engage enemy models. === Feat: Night's Dominion=== When a friendly model in Shadowtongue's control range casts a spell, reduce the COST of the spell by 1 to a minimum of 1. While in his control range, warbeasts in Shadowtongue's battlegroup can use their animi without being forced. Night's Dominion lasts for one turn. === Spells === {{Gallows}} {{Ghost Walk}} {{Hex Blast}} {{Revive}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === AAT 8 and channeling make Shadowtongue best-in-army for casting offensive rack spells: Perdition, Black Spot, and Powder Keg. Perdition combines with Gallows for crazy non-linear threat ranges, which make for a strong alpha-strike or assassination plan. It's one of the strongest choices for Shadowtongue. (I never play him without it.) Black Spot is good if you have flexible high-value attacks in your list that would benefit from a higher ROF - like the Battle Brig, for example. Powder Keg has a ridiculously good crit effect, and Shadowtongue is one of the most likely to be able to trigger it. Because of the AOE 3, up to 4 models can be affected by the crit, losing their initial attacks. Beasts and jacks can still buy extra attacks but this is still a huge loss of damage output for a chunk of their army, especially if you land it on an Colossal or a unit of cavalry or something. To fish for crits with powder keg: Run a warrior to within 8" of your target to be a channeler. Have Moriarty put Puppet Master on Shadowtongue. Then activate Shadowtongue, Feat, cast Powder Keg, and boost the hit roll. If you don't crit, use the Puppet Master re-roll to try again. If you still fail to crit you have enough fury for a third try at the roll by casting a second Powder Keg. I ran a Monte Carlo simulation of 100,000 feat turns for each caster, assuming all boosted attack rolls against a DEF 12 target. Shadowtongue gets a crit 81% of the time either on the first hit, the puppet-master re-roll, or on a second cast attempt. It's a high-risk, high-reward strategy: 20% of the time you've wasted your feat and all your fury doing basically nothing. Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == * Shadowtongue’s defining feature is that he can arc spells through any FF warrior model, an incredibly strong ability. He can get crazy Gallows angles, and he can put Hex Blast, Black Spot and Perdition exactly where he wants them. * You always threaten a long-distance assassination: by Gallows-ing the enemy caster towards you, then Perdition-ing your heavy closer to them. With a good Gallows roll you could kill a caster from 20” away. The opponent has to always be worried about this threat and play around it. * The feat is what you make of it. It enables one amazing turn of spellcasting, but what that means depends on what spells you pick. One of the most important decisions you’ll make during a game is whether the feat should be a Revive feat, an assassination feat, a Powder Keg crit-fishing feat, or something else. == Downsides: == * Shadowtongue is very vulnerable to assassination, due to his unimpressive DEF and ARM, lack of defensive tech, and propensity for spending his whole fury stack. Keep him as far back as possible, preferably out of line-of-sight to anything. His large control area, arc nodes, personal squishiness, and total lack of weapons mean he has no reason to need to be near the front lines. * Shadowtongue can do a ton of different stuff to solve different problems, but can't do it all on the same turn - even with his feat he doesn't have the fury to do everything he wants, so you'll have to make the right choices about what's most important. It takes a lot of practice to get past the “analysis paralysis” == Tricks: == Positioning Tricks: * I like to use the Tapper’s Repo 3 mini-feat as early as possible. It spreads the unit out so they’re harder to kill, AND cover a wider area with potential arc nodes on the next turn. I try to get one model as far as possible from the rest of the unit - behind terrain if possible - so that it can survive even if the rest of the unit dies, as a Revive target for future turns. * Practice running a unit into a position where you can sacrifice one model as the arc node while the rest of the unit stays safe, or contests an objective, or does something else useful. Feat Tricks: * If you manage to keep one model from each marauder crew alive, then you can feat and cast a whole bunch of 1-fury Revives. If you Power Swell and use all your fury on this, you could revive a maximum of nine (!) galley crew. * Your fury on feat turn is just enough for one fully-boosted Gallows, one Ghost Walk and one fully-boosted Perdition. Just sayin’. * It is very tempting to spend down to zero fury on feat turn. However, remember what an attractive assassination target a zero-fury Shadowtongue makes. Don’t go mad with power! * All of your Cantankerous heavies casting Rage on themselves for free is one of the best parts of the feat. Spell Tricks: * Remember you can put a heavy behind a building, Ghost Walk it and then walk through the building to attack. (You can’t charge without LOS but you can still walk + attack) * Don’t forget Ghost Walk also lets you walk right through defending models. You can Ghost Walk a heavy right through a unit to get to the enemy heavy or leader. This is even more powerful combined with the Breakthrough card to disengage. * Perdition must be “directly towards” the “nearest enemy”. If there is a nearer enemy that you don’t want to move towards, kill it first before casting Perdition. * Perdition doesn’t have to kill something, only damage it. Look for a target that you’ll reliably be able to hit and do 1 damage to, not necessarily a target that you can kill with a POW 10. * When your plan depends on triggering Gallows and/or Perdition, remember to have Moriarty go first and cast Puppet Master onto Shadowtongue. That way one bad die roll doesn’t screw your whole turn. * Try to keep Moriarty within 11” of Shadowtongue so you’ll always be in range to walk and Puppet Master him. * Have Moriarty go first and cast Gallows on a target. If she misses, or doesn’t pull as far as you wanted, you can then activate Shadowtongue and arc a second Gallows through Moriarty (who’s already in position). * Hex Blast can be used to snipe stealth solos. You auto-miss but then you boost the blast damage. * Although Revived marauder crew can’t attack the same turn, they CAN provide the Gang bonus for other marauders, which makes a big difference. * You can run a unit of marauder crew, then arc a Revive onto it to place one more model just a little bit farther forward, to be an arc node for a critical spell. == List Design == === Recommended choices === * 3-4 melee heavies, because he can make them threat so far so well. * Some warriors to use as arc nodes. Dirges make good arc nodes because of their cheapness and mobility. * Moriarty is auto-include since she can do more gallows, ghost walk, hex blast, in addition to what you rack, the free upkeep, and puppet master. Sometimes you don’t rack any upkeep spells. That’s OK. She’s still worth it even without the free upkeep! * The Tapper UA on Marauder units makes it more likely that at least one model from the unit will survive, which makes Revive more useful. Beyond that, you can really put anything you want in Shadowtongue’s list, and he can make it good. Experiment! Command cards: * Power Swell is extra good on feat turn when each point of fury goes farther. * Sentry Duty should always be in consideration, so that you can cast Gallows or Perdition on a stealth target. This is key in some matchups. * Breakthrough, because Unstoppable is extremely powerful in combination with Ghost Walk. Walk right through the guy engaging you to fight someone on the other side. * Careful Reconnaissance is not quite as mandatory as it is with other warlocks, because Ghost Walk can fill that role. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 4fcbc7475759261e2a64fe6f966abdae775d89ae Southern Kriels Brineblood Marauders 0 41 304 138 2024-07-07T04:23:32Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 /* Why Play Brineblood Marauders */ wikitext text/x-wiki == Why Play Brineblood Marauders == If you think it's awesome to have a troll pick up an entire live hammerhead shark by the tail and whip somebody with it, this is the army for you. The basic theme is "troll pirates" (the infantry and warlocks), with sub-themes of "sea monsters" (the beasts), "hot-air balloons" (solos), and "fiery jungle frogs" (the cadre). The models are full of personality and variety, with a wealth of fun nautical details, such as sea creatures as (pets/food/weapons). They're a real treat for those who love painting. As for the army's mechanical identity: * The core of the army is Marauder Crew, a cheap and plentiful glass-cannon unit, with bad stats, that can be turned into good stats by layering buffs. * A unique feature of Marauder Crew is its 3 choices of UA, which can make the same unit play 3 different battlefield roles: (very simplified, "Speed up", "Shoot good", and "Be harder to kill") * We back that up with the Deepborn, an excellent heavy beast with a variety of viable builds. * Most of the rest of your army is about buffing, supporting, and protecting the Marauder Crews and Deepborns. It's highly synergystic, suiting the theme of a ship's crew working together. * Combined melee and shooting - the marauder crew had dual attack and pistol so they shoot as much as they melee, and the rest of the army supports that. * The shooting is mostly short-range, with few long-range cannons, but with a lot of sprays and guns that cause special effects on hit. * Everything has Tough, which isn't a reliable defense but can really annoy your opponent by randomly wasting their attacks. * Many models (the small-based ones and the heavy beast) have Amphibious, and we have spells that can create water to hide your amphibious models in. * Balloons (the Dirge and the Battle Brig) have flight, unstoppable, and the Propelled rule, which makes them very maneuverable support/gun platforms. * The Cadre bring a lot of Pathfinder, Magic Weapons, Fire-centric synergies, and mass Incorporeal. == Which Caster is for me? == === [[Admiral Boomhowler]] === === [[Braghen Ragemonger]] === === [[Captain Firequill]] === === [[Captain Shadowtongue]] === === [[Warchief Bagadibawm]] === {{Brineblood Marauders Footer}} a491d5cd21487fb5060c55ff893c0cacf85ff4ff 305 304 2024-07-07T04:26:25Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 /* Admiral Boomhowler */ wikitext text/x-wiki == Why Play Brineblood Marauders == If you think it's awesome to have a troll pick up an entire live hammerhead shark by the tail and whip somebody with it, this is the army for you. The basic theme is "troll pirates" (the infantry and warlocks), with sub-themes of "sea monsters" (the beasts), "hot-air balloons" (solos), and "fiery jungle frogs" (the cadre). The models are full of personality and variety, with a wealth of fun nautical details, such as sea creatures as (pets/food/weapons). They're a real treat for those who love painting. As for the army's mechanical identity: * The core of the army is Marauder Crew, a cheap and plentiful glass-cannon unit, with bad stats, that can be turned into good stats by layering buffs. * A unique feature of Marauder Crew is its 3 choices of UA, which can make the same unit play 3 different battlefield roles: (very simplified, "Speed up", "Shoot good", and "Be harder to kill") * We back that up with the Deepborn, an excellent heavy beast with a variety of viable builds. * Most of the rest of your army is about buffing, supporting, and protecting the Marauder Crews and Deepborns. It's highly synergystic, suiting the theme of a ship's crew working together. * Combined melee and shooting - the marauder crew had dual attack and pistol so they shoot as much as they melee, and the rest of the army supports that. * The shooting is mostly short-range, with few long-range cannons, but with a lot of sprays and guns that cause special effects on hit. * Everything has Tough, which isn't a reliable defense but can really annoy your opponent by randomly wasting their attacks. * Many models (the small-based ones and the heavy beast) have Amphibious, and we have spells that can create water to hide your amphibious models in. * Balloons (the Dirge and the Battle Brig) have flight, unstoppable, and the Propelled rule, which makes them very maneuverable support/gun platforms. * The Cadre bring a lot of Pathfinder, Magic Weapons, Fire-centric synergies, and mass Incorporeal. == Which Caster is for me? == === [[Admiral Boomhowler]] === Premier dudespam warlock: she wants to bring a lot of infantry and make them better. Can run one of the few DEF-skews in mkIV by making her crew hard to hit. Punishes you for killing her crew by giving a Deepborn a bonus move/attack === [[Braghen Ragemonger]] === === [[Captain Firequill]] === === [[Captain Shadowtongue]] === === [[Warchief Bagadibawm]] === {{Brineblood Marauders Footer}} 4a93ac2f1a34359a9215766d442fbe076b77196f 306 305 2024-07-07T04:27:43Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 /* Braghen Ragemonger */ wikitext text/x-wiki == Why Play Brineblood Marauders == If you think it's awesome to have a troll pick up an entire live hammerhead shark by the tail and whip somebody with it, this is the army for you. The basic theme is "troll pirates" (the infantry and warlocks), with sub-themes of "sea monsters" (the beasts), "hot-air balloons" (solos), and "fiery jungle frogs" (the cadre). The models are full of personality and variety, with a wealth of fun nautical details, such as sea creatures as (pets/food/weapons). They're a real treat for those who love painting. As for the army's mechanical identity: * The core of the army is Marauder Crew, a cheap and plentiful glass-cannon unit, with bad stats, that can be turned into good stats by layering buffs. * A unique feature of Marauder Crew is its 3 choices of UA, which can make the same unit play 3 different battlefield roles: (very simplified, "Speed up", "Shoot good", and "Be harder to kill") * We back that up with the Deepborn, an excellent heavy beast with a variety of viable builds. * Most of the rest of your army is about buffing, supporting, and protecting the Marauder Crews and Deepborns. It's highly synergystic, suiting the theme of a ship's crew working together. * Combined melee and shooting - the marauder crew had dual attack and pistol so they shoot as much as they melee, and the rest of the army supports that. * The shooting is mostly short-range, with few long-range cannons, but with a lot of sprays and guns that cause special effects on hit. * Everything has Tough, which isn't a reliable defense but can really annoy your opponent by randomly wasting their attacks. * Many models (the small-based ones and the heavy beast) have Amphibious, and we have spells that can create water to hide your amphibious models in. * Balloons (the Dirge and the Battle Brig) have flight, unstoppable, and the Propelled rule, which makes them very maneuverable support/gun platforms. * The Cadre bring a lot of Pathfinder, Magic Weapons, Fire-centric synergies, and mass Incorporeal. == Which Caster is for me? == === [[Admiral Boomhowler]] === Premier dudespam warlock: she wants to bring a lot of infantry and make them better. Can run one of the few DEF-skews in mkIV by making her crew hard to hit. Punishes you for killing her crew by giving a Deepborn a bonus move/attack === [[Braghen Ragemonger]] === The "cavalry" caster, and by cavalry I mean he's riding a shark. He makes his beasts hard to kill, gives his whole army a big offensive buff with his feat, and has a personal assassination threat with non-linear movement and harpoon drag. === [[Captain Firequill]] === === [[Captain Shadowtongue]] === === [[Warchief Bagadibawm]] === {{Brineblood Marauders Footer}} 2fbd1529d64303f1a2800c1c2ad776dd63170c3b 307 306 2024-07-07T04:28:37Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 /* Captain Firequill */ wikitext text/x-wiki == Why Play Brineblood Marauders == If you think it's awesome to have a troll pick up an entire live hammerhead shark by the tail and whip somebody with it, this is the army for you. The basic theme is "troll pirates" (the infantry and warlocks), with sub-themes of "sea monsters" (the beasts), "hot-air balloons" (solos), and "fiery jungle frogs" (the cadre). The models are full of personality and variety, with a wealth of fun nautical details, such as sea creatures as (pets/food/weapons). They're a real treat for those who love painting. As for the army's mechanical identity: * The core of the army is Marauder Crew, a cheap and plentiful glass-cannon unit, with bad stats, that can be turned into good stats by layering buffs. * A unique feature of Marauder Crew is its 3 choices of UA, which can make the same unit play 3 different battlefield roles: (very simplified, "Speed up", "Shoot good", and "Be harder to kill") * We back that up with the Deepborn, an excellent heavy beast with a variety of viable builds. * Most of the rest of your army is about buffing, supporting, and protecting the Marauder Crews and Deepborns. It's highly synergystic, suiting the theme of a ship's crew working together. * Combined melee and shooting - the marauder crew had dual attack and pistol so they shoot as much as they melee, and the rest of the army supports that. * The shooting is mostly short-range, with few long-range cannons, but with a lot of sprays and guns that cause special effects on hit. * Everything has Tough, which isn't a reliable defense but can really annoy your opponent by randomly wasting their attacks. * Many models (the small-based ones and the heavy beast) have Amphibious, and we have spells that can create water to hide your amphibious models in. * Balloons (the Dirge and the Battle Brig) have flight, unstoppable, and the Propelled rule, which makes them very maneuverable support/gun platforms. * The Cadre bring a lot of Pathfinder, Magic Weapons, Fire-centric synergies, and mass Incorporeal. == Which Caster is for me? == === [[Admiral Boomhowler]] === Premier dudespam warlock: she wants to bring a lot of infantry and make them better. Can run one of the few DEF-skews in mkIV by making her crew hard to hit. Punishes you for killing her crew by giving a Deepborn a bonus move/attack === [[Braghen Ragemonger]] === The "cavalry" caster, and by cavalry I mean he's riding a shark. He makes his beasts hard to kill, gives his whole army a big offensive buff with his feat, and has a personal assassination threat with non-linear movement and harpoon drag. === [[Captain Firequill]] === The "shooting" caster. Speeds up beasts and makes their shooting better, does work personally with his 3 guns. Considered the weakest warlock (if you want to build a gunline, other factions can do it better.) === [[Captain Shadowtongue]] === === [[Warchief Bagadibawm]] === {{Brineblood Marauders Footer}} 3adf1682aabb93a3ddb497d2aabbd572d927425f 308 307 2024-07-07T04:28:53Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 /* Admiral Boomhowler */ wikitext text/x-wiki == Why Play Brineblood Marauders == If you think it's awesome to have a troll pick up an entire live hammerhead shark by the tail and whip somebody with it, this is the army for you. The basic theme is "troll pirates" (the infantry and warlocks), with sub-themes of "sea monsters" (the beasts), "hot-air balloons" (solos), and "fiery jungle frogs" (the cadre). The models are full of personality and variety, with a wealth of fun nautical details, such as sea creatures as (pets/food/weapons). They're a real treat for those who love painting. As for the army's mechanical identity: * The core of the army is Marauder Crew, a cheap and plentiful glass-cannon unit, with bad stats, that can be turned into good stats by layering buffs. * A unique feature of Marauder Crew is its 3 choices of UA, which can make the same unit play 3 different battlefield roles: (very simplified, "Speed up", "Shoot good", and "Be harder to kill") * We back that up with the Deepborn, an excellent heavy beast with a variety of viable builds. * Most of the rest of your army is about buffing, supporting, and protecting the Marauder Crews and Deepborns. It's highly synergystic, suiting the theme of a ship's crew working together. * Combined melee and shooting - the marauder crew had dual attack and pistol so they shoot as much as they melee, and the rest of the army supports that. * The shooting is mostly short-range, with few long-range cannons, but with a lot of sprays and guns that cause special effects on hit. * Everything has Tough, which isn't a reliable defense but can really annoy your opponent by randomly wasting their attacks. * Many models (the small-based ones and the heavy beast) have Amphibious, and we have spells that can create water to hide your amphibious models in. * Balloons (the Dirge and the Battle Brig) have flight, unstoppable, and the Propelled rule, which makes them very maneuverable support/gun platforms. * The Cadre bring a lot of Pathfinder, Magic Weapons, Fire-centric synergies, and mass Incorporeal. == Which Caster is for me? == === [[Admiral Boomhowler]] === The "Dudespam" caster: she wants to bring a lot of infantry and make them better. Can run one of the few DEF-skews in mkIV by making her crew hard to hit. Punishes you for killing her crew by giving a Deepborn a bonus move/attack === [[Braghen Ragemonger]] === The "cavalry" caster, and by cavalry I mean he's riding a shark. He makes his beasts hard to kill, gives his whole army a big offensive buff with his feat, and has a personal assassination threat with non-linear movement and harpoon drag. === [[Captain Firequill]] === The "shooting" caster. Speeds up beasts and makes their shooting better, does work personally with his 3 guns. Considered the weakest warlock (if you want to build a gunline, other factions can do it better.) === [[Captain Shadowtongue]] === === [[Warchief Bagadibawm]] === {{Brineblood Marauders Footer}} 1588f08477c79098d11da4c6f1407374c40695b2 309 308 2024-07-07T04:29:36Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 /* Captain Shadowtongue */ wikitext text/x-wiki == Why Play Brineblood Marauders == If you think it's awesome to have a troll pick up an entire live hammerhead shark by the tail and whip somebody with it, this is the army for you. The basic theme is "troll pirates" (the infantry and warlocks), with sub-themes of "sea monsters" (the beasts), "hot-air balloons" (solos), and "fiery jungle frogs" (the cadre). The models are full of personality and variety, with a wealth of fun nautical details, such as sea creatures as (pets/food/weapons). They're a real treat for those who love painting. As for the army's mechanical identity: * The core of the army is Marauder Crew, a cheap and plentiful glass-cannon unit, with bad stats, that can be turned into good stats by layering buffs. * A unique feature of Marauder Crew is its 3 choices of UA, which can make the same unit play 3 different battlefield roles: (very simplified, "Speed up", "Shoot good", and "Be harder to kill") * We back that up with the Deepborn, an excellent heavy beast with a variety of viable builds. * Most of the rest of your army is about buffing, supporting, and protecting the Marauder Crews and Deepborns. It's highly synergystic, suiting the theme of a ship's crew working together. * Combined melee and shooting - the marauder crew had dual attack and pistol so they shoot as much as they melee, and the rest of the army supports that. * The shooting is mostly short-range, with few long-range cannons, but with a lot of sprays and guns that cause special effects on hit. * Everything has Tough, which isn't a reliable defense but can really annoy your opponent by randomly wasting their attacks. * Many models (the small-based ones and the heavy beast) have Amphibious, and we have spells that can create water to hide your amphibious models in. * Balloons (the Dirge and the Battle Brig) have flight, unstoppable, and the Propelled rule, which makes them very maneuverable support/gun platforms. * The Cadre bring a lot of Pathfinder, Magic Weapons, Fire-centric synergies, and mass Incorporeal. == Which Caster is for me? == === [[Admiral Boomhowler]] === The "Dudespam" caster: she wants to bring a lot of infantry and make them better. Can run one of the few DEF-skews in mkIV by making her crew hard to hit. Punishes you for killing her crew by giving a Deepborn a bonus move/attack === [[Braghen Ragemonger]] === The "cavalry" caster, and by cavalry I mean he's riding a shark. He makes his beasts hard to kill, gives his whole army a big offensive buff with his feat, and has a personal assassination threat with non-linear movement and harpoon drag. === [[Captain Firequill]] === The "shooting" caster. Speeds up beasts and makes their shooting better, does work personally with his 3 guns. Considered the weakest warlock (if you want to build a gunline, other factions can do it better.) === [[Captain Shadowtongue]] === The "Wizard" caster. Has a deep toolbox, very high skill ceiling, and the ability to use any friendly faction warrior as an arc node. Can do a unit recursion gameplan or can enable crazy nonlinear threat range for Deepborns. === [[Warchief Bagadibawm]] === {{Brineblood Marauders Footer}} c0b7647ff505e677e96a943c99a7e499784da07c 310 309 2024-07-07T04:31:03Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 /* Warchief Bagadibawm */ wikitext text/x-wiki == Why Play Brineblood Marauders == If you think it's awesome to have a troll pick up an entire live hammerhead shark by the tail and whip somebody with it, this is the army for you. The basic theme is "troll pirates" (the infantry and warlocks), with sub-themes of "sea monsters" (the beasts), "hot-air balloons" (solos), and "fiery jungle frogs" (the cadre). The models are full of personality and variety, with a wealth of fun nautical details, such as sea creatures as (pets/food/weapons). They're a real treat for those who love painting. As for the army's mechanical identity: * The core of the army is Marauder Crew, a cheap and plentiful glass-cannon unit, with bad stats, that can be turned into good stats by layering buffs. * A unique feature of Marauder Crew is its 3 choices of UA, which can make the same unit play 3 different battlefield roles: (very simplified, "Speed up", "Shoot good", and "Be harder to kill") * We back that up with the Deepborn, an excellent heavy beast with a variety of viable builds. * Most of the rest of your army is about buffing, supporting, and protecting the Marauder Crews and Deepborns. It's highly synergystic, suiting the theme of a ship's crew working together. * Combined melee and shooting - the marauder crew had dual attack and pistol so they shoot as much as they melee, and the rest of the army supports that. * The shooting is mostly short-range, with few long-range cannons, but with a lot of sprays and guns that cause special effects on hit. * Everything has Tough, which isn't a reliable defense but can really annoy your opponent by randomly wasting their attacks. * Many models (the small-based ones and the heavy beast) have Amphibious, and we have spells that can create water to hide your amphibious models in. * Balloons (the Dirge and the Battle Brig) have flight, unstoppable, and the Propelled rule, which makes them very maneuverable support/gun platforms. * The Cadre bring a lot of Pathfinder, Magic Weapons, Fire-centric synergies, and mass Incorporeal. == Which Caster is for me? == === [[Admiral Boomhowler]] === The "Dudespam" caster: she wants to bring a lot of infantry and make them better. Can run one of the few DEF-skews in mkIV by making her crew hard to hit. Punishes you for killing her crew by giving a Deepborn a bonus move/attack === [[Braghen Ragemonger]] === The "cavalry" caster, and by cavalry I mean he's riding a shark. He makes his beasts hard to kill, gives his whole army a big offensive buff with his feat, and has a personal assassination threat with non-linear movement and harpoon drag. === [[Captain Firequill]] === The "shooting" caster. Speeds up beasts and makes their shooting better, does work personally with his 3 guns. Considered the weakest warlock (if you want to build a gunline, other factions can do it better.) === [[Captain Shadowtongue]] === The "Wizard" caster. Has a deep toolbox, very high skill ceiling, and the ability to use any friendly faction warrior as an arc node. Can do a unit recursion gameplan or can enable crazy nonlinear threat range for Deepborns. === [[Warchief Bagadibawm]] === Likes lighting things on fire. Can make an absurd number of melee attacks and turn frogs Incorporeal. Mostly synergizes with his fellow Bullcroak cadre models. {{Brineblood Marauders Footer}} 103439f09ab8740757f8968f0567c7286a09a848 Captain Firequill 0 84 311 2024-07-07T04:42:19Z 98.33.90.65 0 Created page with "== Captain Firequill == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Firequill ''' || 5 || 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * Tough * Gunfighter * Field Marshall [ Black Penny ]: The ranged w..." wikitext text/x-wiki == Captain Firequill == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Firequill ''' || 5 || 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * Tough * Gunfighter * Field Marshall [ Black Penny ]: The ranged weapons of Cohort models in this model's battlegroup gain Black Penny. (Attacks made with weapons with Black Penny ignore the target in melee DEF bonus.) * Reciprocate - When it is missed by an enemy ranged attack, immediately after the attack is resolved, this model can make one basic ranged attack targeting the attacking model. ===Weapons=== * * * {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | RAT !! style="width:3em;" | RNG !! style="width:3em;" | ROF !! style="width:3em;" | AOE !! style="width:3em;" | POW !! style="width:3em;" |- | ''' Magelock Scattergun ''' || 7 || Sp8 || 1 || - || 12 |colspan=6 style="text-align: left;"| Pistol, Magic Weapon |- | '''Magelock Pistol ''' || 7 || 10 || 1 || - || 10 |colspan=6 style="text-align: left;"| Pistol, Magic Weapon |- | '''Holdout Pistol''' || 7 || 10 || 1 || - || 10 |colspan=6 style="text-align: left;"| Pistol |} === Feat: Heavy Rain == While in Captain Firequill's control range, models in his battlegroup gain +2 to their ranged attack and ranged attack damage rolls. Additionally, while in his control range, each time a warbesat in his battlegroup makes a ranged attack, the ranged weapon can gain either Flare or Incendiary. Heavy Rain lasts for one turn. === Spells === {{Energizer}} {{Bullet Dodger}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} eb7a8eaa69e10f446d26aac956e8acaddb17899a 312 311 2024-07-07T04:42:55Z 98.33.90.65 0 /* Weapons */ wikitext text/x-wiki == Captain Firequill == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Firequill ''' || 5 || 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * Tough * Gunfighter * Field Marshall [ Black Penny ]: The ranged weapons of Cohort models in this model's battlegroup gain Black Penny. (Attacks made with weapons with Black Penny ignore the target in melee DEF bonus.) * Reciprocate - When it is missed by an enemy ranged attack, immediately after the attack is resolved, this model can make one basic ranged attack targeting the attacking model. ===Weapons=== * * * {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | RAT !! style="width:3em;" | RNG !! style="width:3em;" | ROF !! style="width:3em;" | AOE !! style="width:3em;" | POW |- | ''' Magelock Scattergun ''' || 7 || Sp8 || 1 || - || 12 |colspan=6 style="text-align: left;"| Pistol, Magic Weapon |- | '''Magelock Pistol ''' || 7 || 10 || 1 || - || 10 |colspan=6 style="text-align: left;"| Pistol, Magic Weapon |- | '''Holdout Pistol''' || 7 || 10 || 1 || - || 10 |colspan=6 style="text-align: left;"| Pistol |} === Feat: Heavy Rain == While in Captain Firequill's control range, models in his battlegroup gain +2 to their ranged attack and ranged attack damage rolls. Additionally, while in his control range, each time a warbesat in his battlegroup makes a ranged attack, the ranged weapon can gain either Flare or Incendiary. Heavy Rain lasts for one turn. === Spells === {{Energizer}} {{Bullet Dodger}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 32744d8311d811cc6f9ac9acf08e2a5d099b62f4 313 312 2024-07-07T04:45:12Z 98.33.90.65 0 /* Weapons */ wikitext text/x-wiki == Captain Firequill == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Firequill ''' || 5 || 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * Tough * Gunfighter * Field Marshall [ Black Penny ]: The ranged weapons of Cohort models in this model's battlegroup gain Black Penny. (Attacks made with weapons with Black Penny ignore the target in melee DEF bonus.) * Reciprocate - When it is missed by an enemy ranged attack, immediately after the attack is resolved, this model can make one basic ranged attack targeting the attacking model. ===Weapons=== * * * {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | RAT !! style="width:3em;" | RNG !! style="width:3em;" | ROF !! style="width:3em;" | AOE !! style="width:3em;" | POW !! style="width:3em;" | Icons |- | ''' Magelock Scattergun ''' || 7 || Sp8 || 1 || - || 12 || Pistol, Magic Weapon |- |colspan=6 style="text-align: left;"| Attack Type: Flare / Incendiary |- | '''Magelock Pistol ''' || 7 || 10 || 1 || - || 10 || Pistol, Magic Weapon |- |colspan=6 style="text-align: left;"| Attack type: Blood Boon / Brutal Damage / Momentum. Black Penny, Reload[1] |- | '''Holdout Pistol''' || 7 || 10 || 1 || - || 10 || Pistol |- |} === Feat: Heavy Rain == While in Captain Firequill's control range, models in his battlegroup gain +2 to their ranged attack and ranged attack damage rolls. Additionally, while in his control range, each time a warbesat in his battlegroup makes a ranged attack, the ranged weapon can gain either Flare or Incendiary. Heavy Rain lasts for one turn. === Spells === {{Energizer}} {{Bullet Dodger}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 1aaaef492ce162bcb752e2c5d8c0de94ce42b3d4 314 313 2024-07-07T04:55:38Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 /* Weapons */ wikitext text/x-wiki == Captain Firequill == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Firequill ''' || 5 || 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * Tough * Gunfighter * Field Marshall [ Black Penny ]: The ranged weapons of Cohort models in this model's battlegroup gain Black Penny. (Attacks made with weapons with Black Penny ignore the target in melee DEF bonus.) * Reciprocate - When it is missed by an enemy ranged attack, immediately after the attack is resolved, this model can make one basic ranged attack targeting the attacking model. ===Weapons=== * {{Ranged Weapon|Magelock Scattergun|7|Sp8|1|-|12|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Flare''': On a direct hit, models hit by this attack lose Stealth and suffer -2 DEF for one turn. ** '''Incendiary''': This attack causes fire damage, and models hit suffer the Fire continuous effect. }} * {{Ranged Weapon|Magelock Pistol|7|10|1|-|10|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Blood Boon''': Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points. ** '''Brutal Damage''': On a direct hit, gain an additional damage die on this weapon's damage rolls against the target directly hit. ** '''Momentum''': A small or medium-based model directly hit by this attack is slammed d3" directly away from this model. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down. * '''Black Penny''': This attack ignores the target in melee DEF bonus. * '''Reload [1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} * {{Ranged Weapon|Holdout Pistol|7|10|1|-|10|* '''Pistol''' }} {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | RAT !! style="width:3em;" | RNG !! style="width:3em;" | ROF !! style="width:3em;" | AOE !! style="width:3em;" | POW !! style="width:3em;" | Icons |- | ''' Magelock Scattergun ''' || 7 || Sp8 || 1 || - || 12 || Pistol, Magic Weapon |- |colspan=6 style="text-align: left;"| Attack Type: Flare / Incendiary |- | '''Magelock Pistol ''' || 7 || 10 || 1 || - || 10 || Pistol, Magic Weapon |- |colspan=6 style="text-align: left;"| Attack type: Blood Boon / Brutal Damage / Momentum. Black Penny, Reload[1] |- | '''Holdout Pistol''' || 7 || 10 || 1 || - || 10 || Pistol |- |} === Feat: Heavy Rain == While in Captain Firequill's control range, models in his battlegroup gain +2 to their ranged attack and ranged attack damage rolls. Additionally, while in his control range, each time a warbesat in his battlegroup makes a ranged attack, the ranged weapon can gain either Flare or Incendiary. Heavy Rain lasts for one turn. === Spells === {{Energizer}} {{Bullet Dodger}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 10e08c07c494b0f2e7cee30629e27769b007c0bb 315 314 2024-07-07T04:56:02Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 /* Weapons */ wikitext text/x-wiki == Captain Firequill == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Firequill ''' || 5 || 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * Tough * Gunfighter * Field Marshall [ Black Penny ]: The ranged weapons of Cohort models in this model's battlegroup gain Black Penny. (Attacks made with weapons with Black Penny ignore the target in melee DEF bonus.) * Reciprocate - When it is missed by an enemy ranged attack, immediately after the attack is resolved, this model can make one basic ranged attack targeting the attacking model. ===Weapons=== * {{Ranged Weapon|Magelock Scattergun|7|Sp8|1|-|12|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Flare''': On a direct hit, models hit by this attack lose Stealth and suffer -2 DEF for one turn. ** '''Incendiary''': This attack causes fire damage, and models hit suffer the Fire continuous effect. }} * {{Ranged Weapon|Magelock Pistol|7|10|1|-|10|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Blood Boon''': Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points. ** '''Brutal Damage''': On a direct hit, gain an additional damage die on this weapon's damage rolls against the target directly hit. ** '''Momentum''': A small or medium-based model directly hit by this attack is slammed d3" directly away from this model. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down. * '''Black Penny''': This attack ignores the target in melee DEF bonus. * '''Reload [1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} * {{Ranged Weapon|Holdout Pistol|7|10|1|-|10|* '''Pistol''' }} === Feat: Heavy Rain == While in Captain Firequill's control range, models in his battlegroup gain +2 to their ranged attack and ranged attack damage rolls. Additionally, while in his control range, each time a warbesat in his battlegroup makes a ranged attack, the ranged weapon can gain either Flare or Incendiary. Heavy Rain lasts for one turn. === Spells === {{Energizer}} {{Bullet Dodger}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} dac15ecc344b2bbf5af57a47650fb09615abed19 316 315 2024-07-07T04:56:28Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 /* = Feat: Heavy Rain */ wikitext text/x-wiki == Captain Firequill == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Firequill ''' || 5 || 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * Tough * Gunfighter * Field Marshall [ Black Penny ]: The ranged weapons of Cohort models in this model's battlegroup gain Black Penny. (Attacks made with weapons with Black Penny ignore the target in melee DEF bonus.) * Reciprocate - When it is missed by an enemy ranged attack, immediately after the attack is resolved, this model can make one basic ranged attack targeting the attacking model. ===Weapons=== * {{Ranged Weapon|Magelock Scattergun|7|Sp8|1|-|12|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Flare''': On a direct hit, models hit by this attack lose Stealth and suffer -2 DEF for one turn. ** '''Incendiary''': This attack causes fire damage, and models hit suffer the Fire continuous effect. }} * {{Ranged Weapon|Magelock Pistol|7|10|1|-|10|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Blood Boon''': Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points. ** '''Brutal Damage''': On a direct hit, gain an additional damage die on this weapon's damage rolls against the target directly hit. ** '''Momentum''': A small or medium-based model directly hit by this attack is slammed d3" directly away from this model. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down. * '''Black Penny''': This attack ignores the target in melee DEF bonus. * '''Reload [1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} * {{Ranged Weapon|Holdout Pistol|7|10|1|-|10|* '''Pistol''' }} == Feat: Heavy Rain == While in Captain Firequill's control range, models in his battlegroup gain +2 to their ranged attack and ranged attack damage rolls. Additionally, while in his control range, each time a warbesat in his battlegroup makes a ranged attack, the ranged weapon can gain either Flare or Incendiary. Heavy Rain lasts for one turn. === Spells === {{Energizer}} {{Bullet Dodger}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === Finally, basic buff spells like Fortify and Fury's Strength are never a bad choice. And as with any Brineblood warlock, you can rack in Rough Seas against a shooty list, to protect your Marauder Crew on the way in. == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} ca6d5021d066f493446d7e67667027d31c836d6b 330 316 2024-07-07T05:43:39Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 wikitext text/x-wiki == Captain Firequill == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Firequill ''' || 5 || 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * Tough * Gunfighter * Field Marshall [ Black Penny ]: The ranged weapons of Cohort models in this model's battlegroup gain Black Penny. (Attacks made with weapons with Black Penny ignore the target in melee DEF bonus.) * Reciprocate - When it is missed by an enemy ranged attack, immediately after the attack is resolved, this model can make one basic ranged attack targeting the attacking model. ===Weapons=== * {{Ranged Weapon|Magelock Scattergun|7|Sp8|1|-|12|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Flare''': On a direct hit, models hit by this attack lose Stealth and suffer -2 DEF for one turn. ** '''Incendiary''': This attack causes fire damage, and models hit suffer the Fire continuous effect. }} * {{Ranged Weapon|Magelock Pistol|7|10|1|-|10|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Blood Boon''': Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points. ** '''Brutal Damage''': On a direct hit, gain an additional damage die on this weapon's damage rolls against the target directly hit. ** '''Momentum''': A small or medium-based model directly hit by this attack is slammed d3" directly away from this model. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down. * '''Black Penny''': This attack ignores the target in melee DEF bonus. * '''Reload [1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} * {{Ranged Weapon|Holdout Pistol|7|10|1|-|10|* '''Pistol''' }} == Feat: Heavy Rain == While in Captain Firequill's control range, models in his battlegroup gain +2 to their ranged attack and ranged attack damage rolls. Additionally, while in his control range, each time a warbesat in his battlegroup makes a ranged attack, the ranged weapon can gain either Flare or Incendiary. Heavy Rain lasts for one turn. === Spells === {{Energizer}} {{Bullet Dodger}} Choose 2 rack spells {{Brineblood Marauders Rack List}} === Recommended Rack choices === Look at Open Fire, Black Spot, Fortify, or Tides of War. * With Open Fire you can activate Firequill, Feat, put Rage onto a beast, and then Open Fire. The Open Fire shots can’t be boosted since they’re out-of-activation, but they will each get +2 to hit and +4 damage. The beast will still have those benefits when it activates later in the turn. Each beast can only be Open Fire’d once, but you can do it to as many beasts as you can afford. * Black Spot: Can basically double Firequill's number of shots per turn. If he kills four Black Spotted models with his three ranged initials and Reload, he gets four bonus Scattergun or Magelock Pistol shots (which can be against any target, not just the black spotted unit). If you take Black Spot, you really also want Arcane Forces for the rang extension, so you can land the spell on an enemy unit without dying. * Tides of War because Repo on shooting beasts is always good. Combined with Energizer it can make for enormous mobility. You'll have trouble sparing fury to cast it though, unless you get it free from Blood Boon. * Fortify not only protects the beast that it's cast on; it also protects Firequill from being knocked down, if he stands B2B with the fortified beast. This is important because Firequill relies on his DEF to stay alive, so an opponent may try to assassinate him by first knocking him down to negate his DEF. Fortify prevents this. == Roles and Strengths: == * Game plan: a devastating ranged alpha strike. * Firequill himself has a ton of personal output, with up to 4 shots and a whole arsenal of different shot types. His activations are very dynamic. == Downsides: == * Weak against anti-shooting tech. If you drop Firequill into a faction that has Windstorm on the rack, you'll have a bad time. * Firequill is very strapped for fury turn-to-turn. After upkeeping, casting Energizer and throwing out a Rage, you're already out of fury, and you haven't even boosted gunshots yet. * Doesn't do anything to help his infantry, only his beasts. == Tricks: == * Energizer is a great spell for your battlegroup, and you'll want to cast it almost every turn. ** Its most basic use is a simple 2" extension to both your gun threat range and charge threat range. ** This extension is nonlinear, meaning you can use a 2" sideways move to set up a charge (moving out from behind a forest or obstruction, for example, into a clear charge lane). ** If a beast needs only need a little movement to get into range, you can Energizer it into range, then it activates and forfeits movement to Aim for +2 to hit. ** After shooting, Firequill himself can use the Energizer move to get farther away from the enemy (ducking behind the corner of a building if you can!) for safety. ** Although usually you activate Firequill first and Energizer to better position your beasts, you can also activate Firequill last, after your beasts have already shot, and use Energizer like a Repo to get your shooting beasts to safer positions. * Making use of your shot types: ** Blood Boon on the Magelock gun: look for models he can easily kill to trigger this. You want to trigger it every turn if you can possibly do so without overextending. It helps make up for his limited fury pool. Use it for your Energizer. ** Momentum on the Magelock gun: knock down a heavy to make it easier for your beasts to kill, or slam a warjack into an enemy caster! ** Brutal damage on the Magelock gun: makes a great follow-up shot if you have fury to Reload and boost damage. ** Flare on the spray gun: tag a stealth or high-def model so your beasts can follow up and finish it off. Can tag something 11” away if you Snipe. ** Incendiary on the spray gun: who doesn’t love hitting a clump of infantry with a flamethrower * Careful: Firequill’s gonna die if he ends his activation 10” from enemies with no fury because you got carried away with shooting. ** Cast the Far Strike animus for +3 rng on all of his shots, so he can stay 13” away from your targets. ** Use the Hit&Run card to get to a safer position after shooting (duck behind a wall or building if you can) * Field Marshall: Black Penny means you can do some funny stuff, like charge an enemy model and THEN shoot it to death. ** If the opponent has engaged your marauder crew, you can clear the engaging models away with your beast guns, freeing up the marauder crew to charge. * A Squid Blaster spray from a Raged Deepborn on Feat turn is a Pow 18 (!!), 10" spray, that causes fire, corrosion, and crit blind. Open Fire and Black Spot can help you get more uses of this spray. == List Design == === Recommended choices === * A lot of Ship’s Gun Reef Trolls with Far Strike animus (Firequill can use the animus himself to extend his guns - including the spray!) ** The Gunner head is quite good for the +1 RAT and the Swift Hunter. Swift Hunter is great for getting your beasts to a safer position, getting out of each others’ way, and moving into objective-contesting range. * A Rage heavy - handing out Rage to other beasts for +2 damage on their guns, stacking with the feat for +4 damage on Feat turn. Give the heavy a Squid Blaster for more sprays * Dirges for Mark Target to hit more shots * Pyg cannons score your backline objectives while contributing shots, or knocking things down for other stuff to pour shots into. * Boarding party to ambush from the sides of the board and contest enemy objectives so you don't lose on scenario while you're running your battlegroup around shooting things. * Galley Crew since you're running a lot of beasts with a 6-fury caster and you wanna boost all their shots * Firequill doesn't do anything directly to support Marauders, so out of all the warlocks, his list probably wants the fewest units. Quartermaster marauders can build on your shooting gameplan and benefit from the Dirges. * The Sentry Duty card helps shore up a shooting list's weakness to clouds and stealth. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 4b83566ebe12a341ccd9e6019f0ec0f05914ff22 350 330 2024-07-07T13:42:11Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 /* Spells */ wikitext text/x-wiki == Captain Firequill == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Firequill ''' || 5 || 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * Tough * Gunfighter * Field Marshall [ Black Penny ]: The ranged weapons of Cohort models in this model's battlegroup gain Black Penny. (Attacks made with weapons with Black Penny ignore the target in melee DEF bonus.) * Reciprocate - When it is missed by an enemy ranged attack, immediately after the attack is resolved, this model can make one basic ranged attack targeting the attacking model. ===Weapons=== * {{Ranged Weapon|Magelock Scattergun|7|Sp8|1|-|12|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Flare''': On a direct hit, models hit by this attack lose Stealth and suffer -2 DEF for one turn. ** '''Incendiary''': This attack causes fire damage, and models hit suffer the Fire continuous effect. }} * {{Ranged Weapon|Magelock Pistol|7|10|1|-|10|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Blood Boon''': Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points. ** '''Brutal Damage''': On a direct hit, gain an additional damage die on this weapon's damage rolls against the target directly hit. ** '''Momentum''': A small or medium-based model directly hit by this attack is slammed d3" directly away from this model. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down. * '''Black Penny''': This attack ignores the target in melee DEF bonus. * '''Reload [1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} * {{Ranged Weapon|Holdout Pistol|7|10|1|-|10|* '''Pistol''' }} == Feat: Heavy Rain == While in Captain Firequill's control range, models in his battlegroup gain +2 to their ranged attack and ranged attack damage rolls. Additionally, while in his control range, each time a warbesat in his battlegroup makes a ranged attack, the ranged weapon can gain either Flare or Incendiary. Heavy Rain lasts for one turn. === Spells === {{Energizer}} {{Bullet Dodger}} '''Choose 2 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === Look at Open Fire, Black Spot, Fortify, or Tides of War. * With Open Fire you can activate Firequill, Feat, put Rage onto a beast, and then Open Fire. The Open Fire shots can’t be boosted since they’re out-of-activation, but they will each get +2 to hit and +4 damage. The beast will still have those benefits when it activates later in the turn. Each beast can only be Open Fire’d once, but you can do it to as many beasts as you can afford. * Black Spot: Can basically double Firequill's number of shots per turn. If he kills four Black Spotted models with his three ranged initials and Reload, he gets four bonus Scattergun or Magelock Pistol shots (which can be against any target, not just the black spotted unit). If you take Black Spot, you really also want Arcane Forces for the rang extension, so you can land the spell on an enemy unit without dying. * Tides of War because Repo on shooting beasts is always good. Combined with Energizer it can make for enormous mobility. You'll have trouble sparing fury to cast it though, unless you get it free from Blood Boon. * Fortify not only protects the beast that it's cast on; it also protects Firequill from being knocked down, if he stands B2B with the fortified beast. This is important because Firequill relies on his DEF to stay alive, so an opponent may try to assassinate him by first knocking him down to negate his DEF. Fortify prevents this. == Roles and Strengths: == * Game plan: a devastating ranged alpha strike. * Firequill himself has a ton of personal output, with up to 4 shots and a whole arsenal of different shot types. His activations are very dynamic. == Downsides: == * Weak against anti-shooting tech. If you drop Firequill into a faction that has Windstorm on the rack, you'll have a bad time. * Firequill is very strapped for fury turn-to-turn. After upkeeping, casting Energizer and throwing out a Rage, you're already out of fury, and you haven't even boosted gunshots yet. * Doesn't do anything to help his infantry, only his beasts. == Tricks: == * Energizer is a great spell for your battlegroup, and you'll want to cast it almost every turn. ** Its most basic use is a simple 2" extension to both your gun threat range and charge threat range. ** This extension is nonlinear, meaning you can use a 2" sideways move to set up a charge (moving out from behind a forest or obstruction, for example, into a clear charge lane). ** If a beast needs only need a little movement to get into range, you can Energizer it into range, then it activates and forfeits movement to Aim for +2 to hit. ** After shooting, Firequill himself can use the Energizer move to get farther away from the enemy (ducking behind the corner of a building if you can!) for safety. ** Although usually you activate Firequill first and Energizer to better position your beasts, you can also activate Firequill last, after your beasts have already shot, and use Energizer like a Repo to get your shooting beasts to safer positions. * Making use of your shot types: ** Blood Boon on the Magelock gun: look for models he can easily kill to trigger this. You want to trigger it every turn if you can possibly do so without overextending. It helps make up for his limited fury pool. Use it for your Energizer. ** Momentum on the Magelock gun: knock down a heavy to make it easier for your beasts to kill, or slam a warjack into an enemy caster! ** Brutal damage on the Magelock gun: makes a great follow-up shot if you have fury to Reload and boost damage. ** Flare on the spray gun: tag a stealth or high-def model so your beasts can follow up and finish it off. Can tag something 11” away if you Snipe. ** Incendiary on the spray gun: who doesn’t love hitting a clump of infantry with a flamethrower * Careful: Firequill’s gonna die if he ends his activation 10” from enemies with no fury because you got carried away with shooting. ** Cast the Far Strike animus for +3 rng on all of his shots, so he can stay 13” away from your targets. ** Use the Hit&Run card to get to a safer position after shooting (duck behind a wall or building if you can) * Field Marshall: Black Penny means you can do some funny stuff, like charge an enemy model and THEN shoot it to death. ** If the opponent has engaged your marauder crew, you can clear the engaging models away with your beast guns, freeing up the marauder crew to charge. * A Squid Blaster spray from a Raged Deepborn on Feat turn is a Pow 18 (!!), 10" spray, that causes fire, corrosion, and crit blind. Open Fire and Black Spot can help you get more uses of this spray. == List Design == === Recommended choices === * A lot of Ship’s Gun Reef Trolls with Far Strike animus (Firequill can use the animus himself to extend his guns - including the spray!) ** The Gunner head is quite good for the +1 RAT and the Swift Hunter. Swift Hunter is great for getting your beasts to a safer position, getting out of each others’ way, and moving into objective-contesting range. * A Rage heavy - handing out Rage to other beasts for +2 damage on their guns, stacking with the feat for +4 damage on Feat turn. Give the heavy a Squid Blaster for more sprays * Dirges for Mark Target to hit more shots * Pyg cannons score your backline objectives while contributing shots, or knocking things down for other stuff to pour shots into. * Boarding party to ambush from the sides of the board and contest enemy objectives so you don't lose on scenario while you're running your battlegroup around shooting things. * Galley Crew since you're running a lot of beasts with a 6-fury caster and you wanna boost all their shots * Firequill doesn't do anything directly to support Marauders, so out of all the warlocks, his list probably wants the fewest units. Quartermaster marauders can build on your shooting gameplan and benefit from the Dirges. * The Sentry Duty card helps shore up a shooting list's weakness to clouds and stealth. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} af8892716e314d2987f093b87671d28d19765035 Template:Energizer 10 85 317 2024-07-07T04:58:02Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Energizer</big> ''' || 2 || CTRL || - || - || - || No |- |colspan=7 style="text-align: left;"| Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up t..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Energizer</big> ''' || 2 || CTRL || - || - || - || No |- |colspan=7 style="text-align: left;"| Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation. |} 0cf09045be6daf0b07822db87b5777d6e9dd7bcd Template:Bullet Dodger 10 86 318 2024-07-07T04:59:40Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Bullet Dodger</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model gains +2 DEF and Dodge. (A model with Dodge can advance up to 2" immediately af..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Bullet Dodger</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model gains +2 DEF and Dodge. (A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved.) |} c1a94956f0fab1764e4a0f3e88acaed375856596 Template:Black Spot 10 87 319 2024-07-07T05:01:32Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Black Spot</big> ''' || 3 || 8 || - || - || Up || Yes |- |colspan=7 style="text-align: left;"| Target enemy warrior model/unit suffers -2 DEF. When a friendly Faction model destroys one or more affected mod..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Black Spot</big> ''' || 3 || 8 || - || - || Up || Yes |- |colspan=7 style="text-align: left;"| Target enemy warrior model/unit suffers -2 DEF. When a friendly Faction model destroys one or more affected models with a basic melee or ranged attack during its Combat Action, immediately after the attack is resolve it can make one additional melee or ranged attack. Attacks gained from Black Spot cannot generate additional attacks from Black Spot. |} 440bc44057ecd1e9c86afbb2fbc72b5716516d08 Template:Fortify 10 88 320 2024-07-07T05:02:43Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Fortify</big> ''' || 2 || 6 || - || - || Up || Yes |- |colspan=7 style="text-align: left;"| Target model in the spellcaster's battlegroup gains +2 ARM. That model and any friendly models B2B with it cannot..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Fortify</big> ''' || 2 || 6 || - || - || Up || Yes |- |colspan=7 style="text-align: left;"| Target model in the spellcaster's battlegroup gains +2 ARM. That model and any friendly models B2B with it cannot become knocked down, be pushed, or be moved by a slam. |} e8c36788cb81e70a4e0b29ef1f767cb2f8eb34b8 Template:Fortune 10 89 321 2024-07-07T05:04:05Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Fortune</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once a..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Fortune</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune. |} 231f69a4c347a85a1632132675e5217f5eeb0375 Template:Fury's Strength 10 90 322 2024-07-07T05:05:14Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Fury's Strength</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warrior model/unit gains +2 to its melee attack damage rolls for one turn. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Fury's Strength</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warrior model/unit gains +2 to its melee attack damage rolls for one turn. |} 8aa383d56f4709bc2ea5d7859bfbaa4e8726f64d Template:Open Fire 10 91 323 2024-07-07T05:07:02Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Open Fire</big> ''' || 1 || CTRL || - || - || - || No |- |colspan=7 style="text-align: left;"| Target Cohort model in this model's battlegroup that is in its control range can immediately make one basic ran..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Open Fire</big> ''' || 1 || CTRL || - || - || - || No |- |colspan=7 style="text-align: left;"| Target Cohort model in this model's battlegroup that is in its control range can immediately make one basic ranged attack. A model can be targeted by Open Fire only once per turn. |} 820d009b49b4757be7809b5e75e3ea676996866d Template:Perdition 10 92 324 2024-07-07T05:08:19Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Perdition</big> ''' || 2 || 10 || - || 10 || -|| Yes |- |colspan=7 style="text-align: left;"| When an enemy model is damaged by Perdition, immediately after the attack is resolved the spellcaster or one mod..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Perdition</big> ''' || 2 || 10 || - || 10 || -|| Yes |- |colspan=7 style="text-align: left;"| When an enemy model is damaged by Perdition, immediately after the attack is resolved the spellcaster or one model in its battlegroup that is currently in its control range can advance up to 5" directly toward the nearest enemy model. A model can advance as a result of Perdition only once per turn. |} 08bee4b5d4659826a0f8a86ee5d7171892b74da2 Template:Powder Keg 10 93 325 2024-07-07T05:09:15Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Powder Keg</big> ''' || 3 || 8 || 3 || 14/8 || * || Yes |- |colspan=7 style="text-align: left;"| On a critical hit, models hit lose their initial attacks and cannot make power attacks or special attacks for..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Powder Keg</big> ''' || 3 || 8 || 3 || 14/8 || * || Yes |- |colspan=7 style="text-align: left;"| On a critical hit, models hit lose their initial attacks and cannot make power attacks or special attacks for one round. |} ceb5aa6f6ece5dbd7dd5972ea752ed6edc30863c Template:Rough Seas 10 94 326 2024-07-07T05:11:34Z 98.33.90.65 0 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rough Seas</big> ''' || 3 || Self || Ctrl || - || Rnd || No |- |colspan=7 style="text-align: left;"| When a friendly model in the spellcaster's control range is targeted with a ranged attack, the attacking..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rough Seas</big> ''' || 3 || Self || Ctrl || - || Rnd || No |- |colspan=7 style="text-align: left;"| When a friendly model in the spellcaster's control range is targeted with a ranged attack, the attacking model rolls an additional die on its attack roll. Discard the highest die of each roll. Rough Seas lasts for one round. |} d83b5ccf4c4e9dd8d39021e0caa43e9a6a02fe19 Template:Tide Pool 10 95 327 2024-07-07T05:12:44Z 98.33.90.65 0 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Tide Pool</big> ''' || 2 || Ctrl || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| Place a 3" template anywhere completely within the spellcaster's control range. The template is shallow water..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Tide Pool</big> ''' || 2 || Ctrl || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| Place a 3" template anywhere completely within the spellcaster's control range. The template is shallow water terrain that remains in play for one round. While in the template, models gain Resistance: Fire. |} 82a03de8e454e845eba994ec178b1474c64b7a03 Template:Tides of War 10 96 328 2024-07-07T05:14:07Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Tides of War</big> ''' || 2 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, models in its battlegroup gain Reposition [3"]. Tides of War..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Tides of War</big> ''' || 2 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, models in its battlegroup gain Reposition [3"]. Tides of War lasts for one turn. (At the end of an activation in which it did not run or fail a charge, a model with Reposition[3"] can advance up to 3", then its activation ends. |} d33479370dccff0215e9165e4efc97be4dde44a6 329 328 2024-07-07T05:14:20Z 2601:647:5E81:4790:2E7B:E423:84EC:833C 0 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Tides of War</big> ''' || 2 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, models in its battlegroup gain Reposition [3"]. Tides of War lasts for one turn. (At the end of an activation in which it did not run or fail a charge, a model with Reposition[3"] can advance up to 3", then its activation ends.) |} a5454a198675ca0fc63fbf589855fe4e12727e90 Grhotten Champion 0 97 331 2024-07-07T08:42:49Z Quentin So 9 Created page with "== Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Chamion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br>..." wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Chamion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br>'''Blade Shield''' <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Thresher (*Attack)'''}} *'''Threshet (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. 9eb1a30428854b34cef87aaeffb1391827683658 332 331 2024-07-07T08:43:21Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Chamion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br>'''Blade Shield''' <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Thresher (*Attack)'''}} *'''Thresher (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * a3836cf3526005b1236427e5563fa170d41b1ae5 333 332 2024-07-07T08:43:42Z Quentin So 9 /* Role and Strengths: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Chamion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br>'''Blade Shield''' <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Thresher (*Attack)'''}} *'''Thresher (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> ef9f4b70915a222e6d086772d043c6a0fb3512ab 334 333 2024-07-07T08:43:56Z Quentin So 9 /* Downsides: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Chamion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br>'''Blade Shield''' <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Thresher (*Attack)'''}} *'''Thresher (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * 694d455115c9cf772fa6e5a70f38659dcdb8c1d0 335 334 2024-07-07T08:44:10Z Quentin So 9 /* Synergy */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Chamion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br>'''Blade Shield''' <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Thresher (*Attack)'''}} *'''Thresher (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 8d6d18736cdb9eca18f0a801ad654b2f38d0d1fd 336 335 2024-07-07T08:44:45Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Champion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br>'''Blade Shield''' <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Thresher (*Attack)'''}} *'''Thresher (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} d91fdeea91d2d8fab87dad48fb99d2ecaf7a8a42 337 336 2024-07-07T08:45:53Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Champion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Blade Shield''': This model gains +2 DEF against ranged attack rolls <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Thresher (*Attack)'''}} *'''Thresher (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 4c592550d177f4ac10c03b92a9aa9df79fe9bee5 338 337 2024-07-07T08:51:22Z Quentin So 9 /* Weapons */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Champion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Blade Shield''': This model gains +2 DEF against ranged attack rolls <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Thresher (*Attack)'''}} *'''Thresher (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 58d2a8523231f1dac7131f03fb84e565cefa9651 Grhotten Keeper 0 98 339 2024-07-07T08:53:49Z Quentin So 9 Created page with "== Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Keeper''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br>..." wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Keeper''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Primal Rage''': Once per turn, when this model suffers damage from an enemy attack, after the attack is resolved it can immediatly make a full advance toward the attacking model and can make one basic melee attack <br> '''Shield Guard''': When a friendly model is directly hit by a non-spray ranged attack While within 3" of a model with Shield Guard, you can choose to have the model with Shield guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationnary. Shield Guard can only be used once per attack. <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->2|<!--POW-->15| *'''Magical''' *'''Critical Decapitation'''}} *'''Critical Decapitation''' On a critical hit, double the damage exceeding the ARM of the model hit. A Model disabled by this attack cannot make a Tough roll. {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Magical''' *'''Shield (+2)'''}} 6ce3d3d94b1cc55a1dffa7834e77aa1d48fcf528 340 339 2024-07-07T08:54:13Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Keeper''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Primal Rage''': Once per turn, when this model suffers damage from an enemy attack, after the attack is resolved it can immediatly make a full advance toward the attacking model and can make one basic melee attack <br> '''Shield Guard''': When a friendly model is directly hit by a non-spray ranged attack While within 3" of a model with Shield Guard, you can choose to have the model with Shield guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationnary. Shield Guard can only be used once per attack. <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->2|<!--POW-->15| *'''Magical''' *'''Critical Decapitation'''}} *'''Critical Decapitation''' On a critical hit, double the damage exceeding the ARM of the model hit. A Model disabled by this attack cannot make a Tough roll. {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Magical''' *'''Shield (+2)'''}} 440dad90faec5deac5507366d142940dcc94e0b1 341 340 2024-07-07T08:54:40Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Keeper''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Primal Rage''': Once per turn, when this model suffers damage from an enemy attack, after the attack is resolved it can immediatly make a full advance toward the attacking model and can make one basic melee attack <br> '''Shield Guard''': When a friendly model is directly hit by a non-spray ranged attack While within 3" of a model with Shield Guard, you can choose to have the model with Shield guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationnary. Shield Guard can only be used once per attack. <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->2|<!--POW-->15| *'''Magical''' *'''Critical Decapitation'''}} *'''Critical Decapitation''' On a critical hit, double the damage exceeding the ARM of the model hit. A Model disabled by this attack cannot make a Tough roll. {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Magical''' *'''Shield (+2)'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * 0665efba8d438735cc945dd7ee1e97170166248f 342 341 2024-07-07T08:54:52Z Quentin So 9 /* Role and Strengths: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Keeper''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Primal Rage''': Once per turn, when this model suffers damage from an enemy attack, after the attack is resolved it can immediatly make a full advance toward the attacking model and can make one basic melee attack <br> '''Shield Guard''': When a friendly model is directly hit by a non-spray ranged attack While within 3" of a model with Shield Guard, you can choose to have the model with Shield guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationnary. Shield Guard can only be used once per attack. <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->2|<!--POW-->15| *'''Magical''' *'''Critical Decapitation'''}} *'''Critical Decapitation''' On a critical hit, double the damage exceeding the ARM of the model hit. A Model disabled by this attack cannot make a Tough roll. {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Magical''' *'''Shield (+2)'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> f235bf571ff20ec27788cc310733379c61f71442 343 342 2024-07-07T08:55:05Z Quentin So 9 /* Downsides: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Keeper''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Primal Rage''': Once per turn, when this model suffers damage from an enemy attack, after the attack is resolved it can immediatly make a full advance toward the attacking model and can make one basic melee attack <br> '''Shield Guard''': When a friendly model is directly hit by a non-spray ranged attack While within 3" of a model with Shield Guard, you can choose to have the model with Shield guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationnary. Shield Guard can only be used once per attack. <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->2|<!--POW-->15| *'''Magical''' *'''Critical Decapitation'''}} *'''Critical Decapitation''' On a critical hit, double the damage exceeding the ARM of the model hit. A Model disabled by this attack cannot make a Tough roll. {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Magical''' *'''Shield (+2)'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * 073e8d70cb7c142f08ec02a5b7090aa6f3be0a32 344 343 2024-07-07T08:55:22Z Quentin So 9 /* Synergy */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Keeper''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Primal Rage''': Once per turn, when this model suffers damage from an enemy attack, after the attack is resolved it can immediatly make a full advance toward the attacking model and can make one basic melee attack <br> '''Shield Guard''': When a friendly model is directly hit by a non-spray ranged attack While within 3" of a model with Shield Guard, you can choose to have the model with Shield guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationnary. Shield Guard can only be used once per attack. <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->2|<!--POW-->15| *'''Magical''' *'''Critical Decapitation'''}} *'''Critical Decapitation''' On a critical hit, double the damage exceeding the ARM of the model hit. A Model disabled by this attack cannot make a Tough roll. {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Magical''' *'''Shield (+2)'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} efd715dd11a9552eda6c21b4503c8e0ad7fc5bba Ravener 0 99 345 2024-07-07T09:04:42Z Quentin So 9 Created page with "== Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack'..." wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediatly after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. ca8cfce944be4fffe1d2081760eab09dbb357254 346 345 2024-07-07T09:05:18Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediatly after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * c9f1967df90031899293a59ec32e116f2a7274df 347 346 2024-07-07T09:05:30Z Quentin So 9 /* Role and Strengths: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediatly after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> bf96ea14ebcd093d783efa202bb7370f0cd53ed1 348 347 2024-07-07T09:05:42Z Quentin So 9 /* Downsides: */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediatly after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * 1983db9ebaed5c4e105644082e959fa06c9be061 349 348 2024-07-07T09:05:55Z Quentin So 9 /* Synergy */ wikitext text/x-wiki == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediatly after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} b8f413535208cfe22d0c3c0fab898b5c8b98acce Brineblood Marauders Rack 0 100 351 2024-07-07T13:42:26Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 Created page with "{{Brineblood Marauders Rack List}}" wikitext text/x-wiki {{Brineblood Marauders Rack List}} 01c82718da8dd11b8c5500146ae5ceb15b134113 Deepborn Dire Troll 0 101 352 2024-07-07T14:00:50Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 Created page with "== Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def-->..." wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 30 |} ===Abilities:=== <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === === Right Arm === === Left Arm === <big>Shark Skull Gauntlet PC3</big> {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Granted Girded:''' This model and friendly models B2B with it gain Resistance:Blast}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Continuous corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC4</big> {{Ranged Weapon|<!--Name-->Thrown Crab Net|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12|*'''Knockdown'''}} {{Melee Weapon|<!--Name-->Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Beat Back'''}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Winter Korps Footer}} 26343ba85dd5c8b7f7b48d2d081ed8b485c43cab 353 352 2024-07-07T14:09:20Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === === Right Arm === === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Continuous corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back'''}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''Cheap, maximum damage heavy:''' Rage head + Anchor + Shark skull gauntlet + Minnow fin Maximum armor heavy: Rage head + shark skull gauntlet + narwhal gauntlet + spearback fin (give this to Ragemonger and put Fortify on it for ARM 26! Unfortunately this isn't as good as it sounds because narwhal gauntlet is pretty weak as a main offensive weapon) Shooting heavy: Bellow head + hammerhead + squid blaster + Minnow fin (Put Black Spot on the enemy and then kill one with a squid spray - you can then move 2" from Swift Hunter animus to perfectly line up the second spray you get to make with the Black Spot bonus attack.) Unit-killing heavy: Rage head + hammerhead + (crab net?) + lunker fin Floodwaters heavy: Floodwaters head + hammerhead + shark skull gauntlet + spearback fin == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} f74685b2d52c9cd30ab8e5351e140d54b79a23ba 354 353 2024-07-07T14:19:06Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 /* Loadout Options */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Right Arm === === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''Cheap, maximum damage heavy:''' Rage head + Anchor + Shark skull gauntlet + Minnow fin Maximum armor heavy: Rage head + shark skull gauntlet + narwhal gauntlet + spearback fin (give this to Ragemonger and put Fortify on it for ARM 26! Unfortunately this isn't as good as it sounds because narwhal gauntlet is pretty weak as a main offensive weapon) Shooting heavy: Bellow head + hammerhead + squid blaster + Minnow fin (Put Black Spot on the enemy and then kill one with a squid spray - you can then move 2" from Swift Hunter animus to perfectly line up the second spray you get to make with the Black Spot bonus attack.) Unit-killing heavy: Rage head + hammerhead + (crab net?) + lunker fin Floodwaters heavy: Floodwaters head + hammerhead + shark skull gauntlet + spearback fin == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 0a6fbcbd0d3eaee56bb43a8e0da64e8b0d5cee7c 355 354 2024-07-07T14:41:51Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 /* Recommended loadouts */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Right Arm === === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} e44010c75e413ca7dd8bcbb824839ef7bd7471a7 356 355 2024-07-07T14:47:51Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 /* Role and Strengths: */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Right Arm === === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 9723d30bfcf05c336be7664ebdf2f1b76ce67add 357 356 2024-07-07T14:48:28Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 /* Left Arm */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Right Arm === === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 8a7a6052bafd11228b4142415196f0611e90f31c 358 357 2024-07-07T14:49:37Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 /* Left Arm */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Right Arm === === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} d2f2bce91a326f26ec697819c5f14a24188e82c8 359 358 2024-07-07T14:51:56Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 /* Right Arm */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Right Arm === <big>Anchor PC6</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Ranged Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} e02f2746109d0687d88049e34d000ee02fae6987 360 359 2024-07-07T14:52:17Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 /* Right Arm */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} e084dfb0b205335ce375755777feb3e249d2a5be 361 360 2024-07-07T14:54:23Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 /* Right Arm */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 6c2adc5775b96684450771838f4bbdc39cd18377 362 361 2024-07-07T14:58:45Z 2601:647:5E81:4790:8FE9:73B6:84EE:A2D1 0 /* Head */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 2309f6d00bcfad7f04663a12ac46f2cc0e5739f9 Rhok Harriers 0 65 363 219 2024-07-07T15:51:35Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in th melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} be553b98e3ee266f4e6268e6e92de7418c5ac1a4 364 363 2024-07-07T15:51:49Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in th melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 5340d66fafe96cab57dbd4e6258e6d96aec7f25c Ulkor Axers 0 67 365 230 2024-07-07T15:53:50Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The Ulkor are a savage, ogrun-like people who were long ago conquered by the Orgoth. Recognizing their fighting spirit and their inherent capacity for vicious brutality, the Orgoth welcomed them into their armies, though not into their Infernal cults. The axers themselves are murderous combatants, eschewing all sense of personal safety, wading into battle with paired, rough-hewn long-handled axes to sever limbs and courage. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Axers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Snacking''': When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points. <br> '''Unyelding''': This model gains +2 ARM against melee damage rolls. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Axes x2|<!--MAT-->7|<!--RNG-->2|<!--POW-->13| *'''Combo Strike (* Attack) *'''Magical'''}} '''Combo Strike (* Attack)''': This model gains +4 to the damage roll for this attack. <br> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} afd2fa5e1a88d47cc3916853bf9f5694dac809e6 Reaver Skirmishers 0 64 366 214 2024-07-07T15:54:43Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Skilled ambushers and terrifying killers, the reaver skirmishers exist to strike terror and submissiveness into the hearts of those who would oppose the Orgoth host. These savage fighters are devout members of the Fellgoeth cults, seeking to one day climb from the pits of death upon their towering piles of victims, each a solemn sacrifice to be bartered in the afterlife. These warriors race to combat with paired weapons, heedless of any enemy foolish enough to stray into their paths. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Prowl''': When this model has concealment, it gains stealth <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} f424b7b658be95bbb2897bcd4347f5d8d7b7b798 Warwitch Coven 0 69 367 242 2024-07-07T15:55:13Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The warwitch covens that accompany the Orgoth into battle are Nocturne initiates of the order trained in the Path of Shadows. They support their armies in the field, sowing dark magic and empowering the Orgoth warjacks with their hell-born power, reveling in their rise to power and their ability to command death and destruction. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} c7e36cd23016f57b140b6636e96469e462d4dcac Ulkor Barragers 0 68 368 235 2024-07-07T15:55:54Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The barragers are a specially trained corps of Ulkors who are armed with powerful, short-ranged cannons. Like their warjacks, Orgoth firearms are powered by Infernus tech Blaze cores, a magical power source fueled by energies rendered from sacrificed souls, a dark adaptation gleaned from their malignant contact with the Fellgoeth infernals. The barragers constitute a mobile artillery force, following the Orgoth host into battle. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Barragers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 5 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Barrage Cannon|<!--RAT-->6|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8|}} {{Melee Weapon|<!--Name-->Bash|<!--MAT-->5|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 4aba8af25ce6f2a4a0740cd70fa0d41a670e327d Assault Reavers 0 62 369 204 2024-07-07T15:56:43Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The assault reavers are the pack hunters of the Orgoth host. Armed with cruel, Blaze core-fueled harpoons, they stalk their prey during battle, harassing enemy lines and pulling apart their formations. Despite their heavy armor, these swift-moving brigands are the masters of any terrain, as they are trained and then used to hunt down the savage beasts pressed into the Orgoth’s brutal service. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Advance Deployment''' <br> '''Combined ranged Attacks''' <br> '''Dual Attack''' <br> '''Prey''' : After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 92970d8e736ac2a0bfe9ee82852fb733bbf1967b Strike Reavers 0 66 370 224 2024-07-07T15:57:36Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The strike reavers represent the massed infantry of the Orgoth host. The most disciplined of all the reavers, they stride into battle armed with powerful Blaze core-powered bolt throwers and stout barbed shields. Locked together in tight formations, strike reavers unleash volleys of lethal fire from behind their fortified walls of shields. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Strike Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} ===Abilities:=== '''Combined Ranged Attacks''' <br> '''Shield Wall''' : While this model is B2B with one or more models in its unit, it gqins +2ARM and cannot be knocked down <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Bolt Thrower|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Battle Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} b832480ae5365787ff9537eb1db465432a35e0b0 Gnashers 0 63 371 225 2024-07-07T15:59:32Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Held in their thrall are the Gnashers, Ulkor shock troopers dominated by the maligned will of their paired hell-wrought weapons, and the massive Ghrotten Champion and Keepers, fearsome warriors likewise slaved to their infernal arms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Gnashers ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Advance Deployment''' <br> '''Ambush''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Weapons x2|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Weapon Master''' *'''Magical'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 9769d577573fbcc74dec5d2c87397bfd5fa6de0f Reaver Standard 0 70 372 247 2024-07-07T16:00:45Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Reinforcing and emboldening the masses of reaver fighters, these dark warriors are entrusted to bear the fell totems and standards of the Orgoth. Imbued with dark magic, they not only sow withering weakness amongst their enemies, but they also impart an unnatural ferocity to those soldiers who battle beneath the standard’s grim shadow. Should a bearer fall, it is all but certain that another will rise to take their place, as competition to carry these accursed standards—and thus draw the attention of the Fellgoeth—is ferocious in its own way.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reaver Standard''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Command Attacahment [Reaver]''' <br> '''Cursed''': While within 5" of this model, enemy models suffer -1 ARM <br> '''Granted: Inspiration''': While this unit is in play, models in its unit gain +1 to attack rolls. <br> '''Granted: Rise''': While this model is in play, models in its unit that are knockedd down at the beginning of your Maintenance Phase stand up. <br> '''Take Up''': If this model is destroyed, you can choose a trooper in this unit within 1" of it to be destroyed instead. Remove tha trooper from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen trooper<br> ===Weapons=== {{Melee Weapon|<!--Name-->Infernus Han Weapons |<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} c9b2bc0c692fb39639ef37be5ec695f81024b84a Grhotten Champion 0 97 373 338 2024-07-07T16:03:12Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Held in their thrall are the Gnashers, Ulkor shock troopers dominated by the maligned will of their paired hell-wrought weapons, and the massive Ghrotten Champion and Keepers, fearsome warriors likewise slaved to their infernal arms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Champion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Blade Shield''': This model gains +2 DEF against ranged attack rolls <br> '''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> '''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Thresher (*Attack)'''}} *'''Thresher (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 18556e14f145e5897ea266bef8b0b9dd9e3d5a51 Grhotten Keeper 0 98 374 344 2024-07-07T16:03:36Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Held in their thrall are the Gnashers, Ulkor shock troopers dominated by the maligned will of their paired hell-wrought weapons, and the massive Ghrotten Champion and Keepers, fearsome warriors likewise slaved to their infernal arms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Keeper''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Tough''' <br> '''Primal Rage''': Once per turn, when this model suffers damage from an enemy attack, after the attack is resolved it can immediatly make a full advance toward the attacking model and can make one basic melee attack <br> '''Shield Guard''': When a friendly model is directly hit by a non-spray ranged attack While within 3" of a model with Shield Guard, you can choose to have the model with Shield guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationnary. Shield Guard can only be used once per attack. <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->2|<!--POW-->15| *'''Magical''' *'''Critical Decapitation'''}} *'''Critical Decapitation''' On a critical hit, double the damage exceeding the ARM of the model hit. A Model disabled by this attack cannot make a Tough roll. {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Magical''' *'''Shield (+2)'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 16c24fe40f4e96fa5be82e027edecaf23bf6ea48 Ravener 0 99 375 349 2024-07-07T16:04:32Z Quentin So 9 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Monstrosities]]'''</span> ''And most terrible of all, the abominable Raveners: part beast and part machine, these howling monstrosities are the cursebound equivalent of the heaviest warjacks and are devoted utterly to their master’s fearsome will.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediatly after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} b26b095a2f927cde038b904a5de848793842cefe 379 375 2024-07-07T18:34:54Z Quentin So 9 /* Statistics: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Monstrosities]]'''</span> ''And most terrible of all, the abominable Raveners: part beast and part machine, these howling monstrosities are the cursebound equivalent of the heaviest warjacks and are devoted utterly to their master’s fearsome will.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediatly after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 9f6eef7a213f2a0ca3be41f0b6401b946065611a Halexus the Warlord 0 102 376 2024-07-07T18:13:20Z Quentin So 9 Created page with "<span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Halexus, The Warlord, a soul-starved herald and bloody avatar of the Fellgoeth infernals.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health..." wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Halexus, The Warlord, a soul-starved herald and bloody avatar of the Fellgoeth infernals.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Halexus ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Unstoppable''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Ghost Shield''': This model gains +1 ARM for each soul token currently on it. <br> '''Side Step''': When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Soul Taker: Body Count''': This model can gain soul tokens. When this model destroys a living enemy model with an attack, this model gains the destroyed model's soul token. This model can have up to three tokens for the following: *'''Soul Powered''': During its Combat action, this model can spend soul tokens to make additionnal melee attacks. It can male one additional attack for each token spent. *'''Soul Transfer''': RNG 5. Target friendly Faction model with a Soul Taker special rule. If the model is in range, remove any number of soul tokens from this model and place them on the target friendly model. *'''Spectral Vortex''': This model an immediatly negate any spell that targets it or a model within 3" of it by spending 1 soul token. The negated spell does not take effect, but its COST remains spent. ===Weapons=== {{Melee Weapon|<!--Name-->Deathgorger|<!--MAT-->8|<!--RNG-->2|<!--POW-->14| *'''Weapon Master''' *'''Magical''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} cc793bee025da7399186e0efb0c8222c78ccd924 Reaver Commander 0 103 377 2024-07-07T18:25:15Z Quentin So 9 Created page with "<span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''The reaver commanders are the battle-hardened officers of the Orgoth host. Ambitious, vicious, and murderously skilled, they are the taskmasters of the Orgoth army, each seeking to distinguish themselves on the field of battle to climb their personal corpse piles into eternal rebirth. While some few rise from the ranks of the most prestigious clans, all are masters of motivating their fo..." wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''The reaver commanders are the battle-hardened officers of the Orgoth host. Ambitious, vicious, and murderously skilled, they are the taskmasters of the Orgoth army, each seeking to distinguish themselves on the field of battle to climb their personal corpse piles into eternal rebirth. While some few rise from the ranks of the most prestigious clans, all are masters of motivating their forces to flawlessly enact their masters’ plans toward absolute and bloody victory.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Reaver Commander''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 5 |} ===Abilities:=== '''Pathfinder''' <br> '''Battle Plan''': <br> *'''Comabt Coordination''': RNG 5. Target friendly Faction warrior model. If the model is in range, during its activation this turn, it can reroll one attack or damage roll, then Combat Coordiantion expires.<br> *'''Precision Strike''': While within 10" of this model, friendly models ignore other firendly models when determining LOS. Firendly models can addvance through other friendly models within 10" of this model if they have enough movement to mode completely past them. Precision strike lasts for one turn.<br> *'''Stand Your Ground''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Set Defense for one round.<br> '''Hell Marked''': Models destroyed by attacks made by this model never generate soul tokens <br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1".<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Bolt Thrower|<!--RAT-->6|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Infernus Hand Weapon|<!--MAT-->7|<!--RNG-->1|<!--POW-->12| *'''Weapon Master''' *'''Critical Fire'''}} {{Melee Weapon|<!--Name-->Battle Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->10| *'''Shield (+2)'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 8d818fd19c884c3a3432891c3c0e92ddecdb25a4 378 377 2024-07-07T18:25:44Z Quentin So 9 /* Abilities: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''The reaver commanders are the battle-hardened officers of the Orgoth host. Ambitious, vicious, and murderously skilled, they are the taskmasters of the Orgoth army, each seeking to distinguish themselves on the field of battle to climb their personal corpse piles into eternal rebirth. While some few rise from the ranks of the most prestigious clans, all are masters of motivating their forces to flawlessly enact their masters’ plans toward absolute and bloody victory.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Reaver Commander''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 5 |} ===Abilities:=== '''Pathfinder''' <br> '''Battle Plan''': <br> *'''Combat Coordination''': RNG 5. Target friendly Faction warrior model. If the model is in range, during its activation this turn, it can reroll one attack or damage roll, then Combat Coordiantion expires.<br> *'''Precision Strike''': While within 10" of this model, friendly models ignore other firendly models when determining LOS. Firendly models can addvance through other friendly models within 10" of this model if they have enough movement to mode completely past them. Precision strike lasts for one turn.<br> *'''Stand Your Ground''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Set Defense for one round.<br> '''Hell Marked''': Models destroyed by attacks made by this model never generate soul tokens <br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1".<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Bolt Thrower|<!--RAT-->6|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Infernus Hand Weapon|<!--MAT-->7|<!--RNG-->1|<!--POW-->12| *'''Weapon Master''' *'''Critical Fire'''}} {{Melee Weapon|<!--Name-->Battle Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->10| *'''Shield (+2)'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} e78ca2f35f9fe5611944f30efceadbc459fb9d5b Cygnar First Army 0 104 380 2024-07-07T19:52:16Z 108.175.90.172 0 Created page with "== Why Play Cygnar First Army == Cygnar's First army is your trench-digging tough soldiers that get down and get dirty. The esthetic lends itself to the classic arms and the playstyle ranges from heavy shooting and stubborn defence - providing plenty of options for repair and increased survivability when almost all the infantry options are tough. == Which Caster is for me? == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === Colonel Markus "S..." wikitext text/x-wiki == Why Play Cygnar First Army == Cygnar's First army is your trench-digging tough soldiers that get down and get dirty. The esthetic lends itself to the classic arms and the playstyle ranges from heavy shooting and stubborn defence - providing plenty of options for repair and increased survivability when almost all the infantry options are tough. == Which Caster is for me? == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === [[Colonel Markus "Seige" Brisbane]] === === [[Lieutenant Allister Caine]] === d3d4a1b4c7720f213ac3c7a0392392b167b79da9 382 380 2024-07-07T20:15:41Z 108.175.90.172 0 wikitext text/x-wiki == Why Play Cygnar First Army == Cygnar's First army is your trench-digging tough soldiers that get down and get dirty. The esthetic lends itself to the classic arms and the playstyle ranges from heavy shooting and stubborn defence - providing plenty of options for repair and increased survivability when almost all the infantry options are tough. == War Casters == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === [[Colonel Markus "Seige" Brisbane]] === === [[Lieutenant Allister Caine]] === == Warjacks == *'''Light Warjacks''' **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] * '''Heavies''' **[[Centurion]] **[Cyclone]] **[[Defender]] **[Hammersmith]] **[[Ironclad]] **[[Triumph]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] * '''Structures''' **[[Trencher Blockhouse]] * '''Solos''' **[[Major Harrison Gibbs]] **[[Squire]] **[[Captain Jonas Murdoch]] **[[Captain Maxwell Finn]] **[[Commander Anson Hitch]] **[[Patrol Dog]] **[[Trench Buster]] **[[Trencher Master Gunner]] **[[Trencher Sniper]] **[[Trencher Warcaster Lieutenant]] * '''Units''' **[[Rangers]] **[[Trencher Cannon Crew]] **[[Trencher Combat Engineers]] **[[Trencher Commando Scattergunners]] **[[Trencher Commandos]] **[[Trencher Express Team]] **[[Trencher Infantry]] **[[Trencher Rifle Grenadiers]] **[[Trencher Long Gunners]] *'''Command Attachments''' **[[Captain Karli]] **[[Trencher Commando Officer]] **[[Trencher Infantry Officer]] **[[Trencher Long Gunner Officer]] a053124c0f1d3a033a188d58763aaf524f054f56 388 382 2024-07-07T20:53:42Z 108.175.90.172 0 wikitext text/x-wiki == Why Play Cygnar First Army == Cygnar's First army is your trench-digging tough soldiers that get down and get dirty. The esthetic lends itself to the classic arms and the playstyle ranges from heavy shooting and stubborn defence - providing plenty of options for repair and increased survivability when almost all the infantry options are tough. == War Casters == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === [[Colonel Markus "Seige" Brisbane]] === === [[Lieutenant Allister Caine]] === == Warjacks == *'''Light Warjacks''' **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] * '''Heavies''' **[[Centurion]] **[Cyclone]] **[[Defender]] **[[Hammersmith]] **[[Ironclad]] **[[Triumph]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] * '''Structures''' **[[Trencher Blockhouse]] * '''Solos''' **[[Major Harrison Gibbs]] **[[Squire]] **[[Captain Jonas Murdoch]] **[[Captain Maxwell Finn]] **[[Commander Anson Hitch]] **[[Patrol Dog]] **[[Trench Buster]] **[[Trencher Master Gunner]] **[[Trencher Sniper]] **[[Trencher Warcaster Lieutenant]] * '''Units''' **[[Rangers]] **[[Trencher Cannon Crew]] **[[Trencher Combat Engineers]] **[[Trencher Commando Scattergunners]] **[[Trencher Commandos]] **[[Trencher Express Team]] **[[Trencher Infantry]] **[[Trencher Rifle Grenadiers]] **[[Trencher Long Gunners]] *'''Command Attachments''' **[[Captain Karli]] **[[Trencher Commando Officer]] **[[Trencher Infantry Officer]] **[[Trencher Long Gunner Officer]] 5e9732a5c3a45e4bc2de72be57b4550e62bf7b48 389 388 2024-07-07T20:54:18Z 108.175.90.172 0 /* Warjacks */ wikitext text/x-wiki == Why Play Cygnar First Army == Cygnar's First army is your trench-digging tough soldiers that get down and get dirty. The esthetic lends itself to the classic arms and the playstyle ranges from heavy shooting and stubborn defence - providing plenty of options for repair and increased survivability when almost all the infantry options are tough. == War Casters == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === [[Colonel Markus "Seige" Brisbane]] === === [[Lieutenant Allister Caine]] === == Warjacks == *'''Light Warjacks''' **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] * '''Heavies''' **[[Centurion]] **[[Cyclone]] **[[Defender]] **[[Hammersmith]] **[[Ironclad]] **[[Triumph]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] * '''Structures''' **[[Trencher Blockhouse]] * '''Solos''' **[[Major Harrison Gibbs]] **[[Squire]] **[[Captain Jonas Murdoch]] **[[Captain Maxwell Finn]] **[[Commander Anson Hitch]] **[[Patrol Dog]] **[[Trench Buster]] **[[Trencher Master Gunner]] **[[Trencher Sniper]] **[[Trencher Warcaster Lieutenant]] * '''Units''' **[[Rangers]] **[[Trencher Cannon Crew]] **[[Trencher Combat Engineers]] **[[Trencher Commando Scattergunners]] **[[Trencher Commandos]] **[[Trencher Express Team]] **[[Trencher Infantry]] **[[Trencher Rifle Grenadiers]] **[[Trencher Long Gunners]] *'''Command Attachments''' **[[Captain Karli]] **[[Trencher Commando Officer]] **[[Trencher Infantry Officer]] **[[Trencher Long Gunner Officer]] a6c7d7f49d820fd936584e1849fa4debf92ce0de 396 389 2024-07-07T23:22:55Z Jlav 18 /* War Casters */ wikitext text/x-wiki == Why Play Cygnar First Army == Cygnar's First army is your trench-digging tough soldiers that get down and get dirty. The esthetic lends itself to the classic arms and the playstyle ranges from heavy shooting and stubborn defence - providing plenty of options for repair and increased survivability when almost all the infantry options are tough. == Warcasters == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === [[Colonel Markus "Seige" Brisbane]] === === [[Lieutenant Allister Caine]] === == Warjacks == *'''Light Warjacks''' **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] * '''Heavies''' **[[Centurion]] **[[Cyclone]] **[[Defender]] **[[Hammersmith]] **[[Ironclad]] **[[Triumph]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] * '''Structures''' **[[Trencher Blockhouse]] * '''Solos''' **[[Major Harrison Gibbs]] **[[Squire]] **[[Captain Jonas Murdoch]] **[[Captain Maxwell Finn]] **[[Commander Anson Hitch]] **[[Patrol Dog]] **[[Trench Buster]] **[[Trencher Master Gunner]] **[[Trencher Sniper]] **[[Trencher Warcaster Lieutenant]] * '''Units''' **[[Rangers]] **[[Trencher Cannon Crew]] **[[Trencher Combat Engineers]] **[[Trencher Commando Scattergunners]] **[[Trencher Commandos]] **[[Trencher Express Team]] **[[Trencher Infantry]] **[[Trencher Rifle Grenadiers]] **[[Trencher Long Gunners]] *'''Command Attachments''' **[[Captain Karli]] **[[Trencher Commando Officer]] **[[Trencher Infantry Officer]] **[[Trencher Long Gunner Officer]] 637f7c6b1daa0bbc1f604364f86cea3b0909d8f7 Cygnar Storm Legion 0 42 381 102 2024-07-07T19:59:00Z 108.175.90.172 0 wikitext text/x-wiki {{Main Page announcement}} Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. == Why Play Storm Legion == == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === === [[Major Anson Wolfe]] === === [[Mechanik Adept Sparkhammer]] === {{Storm Legion Footer}} eb8f04029ec62935e4fdd56f985a03d4e0338cff 394 381 2024-07-07T23:12:41Z Jlav 18 wikitext text/x-wiki {{Main Page announcement}} Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. == Why Play Storm Legion == == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === === [[Major Anson Wolfe]] === === [[Mechanik Adept Sparkhammer]] === == Warjacks == *[[Courser]] *[[Stryker]] *[[The General]] ==Solos== *[[Legionnaire Officer]] *[[Lieutenant Sara Brisbane]] *[[Sharpshooter]] *[[Specialist Tyson Vas]] *[[Weather Station]] *[[Zephyr]] ==Units== *[[Arcane Mechaniks]] *[[Storm Callers]] *[[Storm Lance Legionnaires]] *[[Storm Vanes]] *[[Stormblade Legionnaires]] *[[Stormguard Legionnaires]] *[[Stormthrower Legionnaires]] *[[Tempest Assailers]] *[[Tempest Thunderers]] ==Command Attachments== *[[Legionnaire Standard Bearer]] ===Mercenaries=== ==Solos== *[[Alexia, Queen of the Damned]] *[[Carver Ultimus]] *[[Eilish Garrity, the Dark Traitor]] *[[Eiryss, Shadow of the Retribution]] *[[Krueger, Wrath of Blighterghast]] *[[Magnus the Unstoppable]] ==Mercenary Battle Engines== *[[Sky Bomber]] *[[Sky Raider]] {{Storm Legion Footer}} 11f213046716f278d01fd72bab986744889d95d7 399 394 2024-07-07T23:31:41Z Jlav 18 wikitext text/x-wiki {{Main Page announcement}} Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. == Why Play Storm Legion == == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === === [[Major Anson Wolfe]] === === [[Mechanik Adept Sparkhammer]] === == Warjacks == *[[Courser]] *[[Stryker]] *[[The General]] ==Solos== *[[Legionnaire Officer]] *[[Lieutenant Sara Brisbane]] *[[Sharpshooter]] *[[Specialist Tyson Vas]] *[[Weather Station]] *[[Zephyr]] ==Units== *[[Arcane Mechaniks]] *[[Storm Callers]] *[[Storm Lance Legionnaires]] *[[Storm Vanes]] *[[Stormblade Legionnaires]] *[[Stormguard Legionnaires]] *[[Stormthrower Legionnaires]] *[[Tempest Assailers]] *[[Tempest Thunderers]] ==Command Attachments== *[[Legionnaire Standard Bearer]] =Mercenaries= ==Solos== *[[Alexia, Queen of the Damned]] *[[Carver Ultimus]] *[[Eilish Garrity, the Dark Traitor]] *[[Eiryss, Shadow of the Retribution]] *[[Krueger, Wrath of Blighterghast]] *[[Magnus the Unstoppable]] ==Mercenary Battle Engines== *[[Sky Bomber]] *[[Sky Raider]] {{Storm Legion Footer}} ef575ead2dcf94f289be270bb514110aebcdbff4 400 399 2024-07-07T23:32:02Z Jlav 18 /* Solos */ wikitext text/x-wiki {{Main Page announcement}} Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. == Why Play Storm Legion == == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === === [[Major Anson Wolfe]] === === [[Mechanik Adept Sparkhammer]] === == Warjacks == *[[Courser]] *[[Stryker]] *[[The General]] ==Solos== *[[Legionnaire Officer]] *[[Lieutenant Sara Brisbane]] *[[Sharpshooter]] *[[Specialist Tyson Vas]] *[[Weather Station]] *[[Zephyr]] ==Units== *[[Arcane Mechaniks]] *[[Storm Callers]] *[[Storm Lance Legionnaires]] *[[Storm Vanes]] *[[Stormblade Legionnaires]] *[[Stormguard Legionnaires]] *[[Stormthrower Legionnaires]] *[[Tempest Assailers]] *[[Tempest Thunderers]] ==Command Attachments== *[[Legionnaire Standard Bearer]] =Mercenaries= ==Mercenary Solos== *[[Alexia, Queen of the Damned]] *[[Carver Ultimus]] *[[Eilish Garrity, the Dark Traitor]] *[[Eiryss, Shadow of the Retribution]] *[[Krueger, Wrath of Blighterghast]] *[[Magnus the Unstoppable]] ==Mercenary Battle Engines== *[[Sky Bomber]] *[[Sky Raider]] {{Storm Legion Footer}} 06123c083f5709a55ab5d76e2fde63c22ed4871f Ace 0 105 383 2024-07-07T20:18:38Z 108.175.90.172 0 Created page with "== == <!-- Flavour text from official selling points --> [[File:Dire Wolf.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 11 || <!--Arm--> 19 || <!--H..." wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Dire Wolf.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 11 || <!--Arm--> 19 || <!--HP--> 30 |} ===Abilities:=== <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === === Right Arm === === Left Arm === <big>Flame Fist PC4</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Pistol''' *'''Fire type, Continuous fire'''}} {{Melee Weapon|<!--Name-->Open Fist|<!--MAT-->6|<!--RNG-->1|<!--POW-->14| * '''Throw'''}} <big>Heavy Chain Gun PC6</big> {{Ranged Weapon|<!--Name-->Heavy Chain Gun|<!--RAT-->5|<!--Rng-->10|<!--ROF-->D3+1|<!--AOE-->-|<!--POW-->12|*'''Volume Fire'''}} <big>Plow Shield PC4</big> {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Granted Girded:''' This model and friendly models B2B with it gain Resistance:Blast}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Cygnar Footer}} e870697cc2086ba3ae238a5fc7c939482452ac94 385 383 2024-07-07T20:25:40Z 108.175.90.172 0 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Dire Wolf.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 11 || <!--Arm--> 19 || <!--HP--> 30 |} ===Abilities:=== <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === === Right Arm === === Left Arm === <big>Flame Fist PC4</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Pistol''' *'''Fire type, Continuous fire'''}} {{Melee Weapon|<!--Name-->Open Fist|<!--MAT-->6|<!--RNG-->1|<!--POW-->14| * '''Throw'''}} <big>Heavy Chain Gun PC6</big> {{Ranged Weapon|<!--Name-->Heavy Chain Gun|<!--RAT-->5|<!--Rng-->10|<!--ROF-->D3+1|<!--AOE-->-|<!--POW-->12|*'''Volume Fire'''}} <big>Plow Shield PC4</big> {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Granted Girded:''' This model and friendly models B2B with it gain Resistance:Blast}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Cygnar Legacy Footer}} 4d5ca891bc9ba1034485e22ab1792c9af3897104 387 385 2024-07-07T20:43:59Z 108.175.90.172 0 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Dire Wolf.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ace''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 14 || <!--Arm--> 15 || <!--HP--> 24 |} ===Abilities:=== <div class="mw-collapsible mw-collapsed"> {{Ranged Weapon|<!--Name-->Rune Shot Cannon|<!--RAT-->7|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Magical''' {{Melee Weapon|<!--Name-->Battle Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Cygnar Legacy Footer}} 8f7306c46c86bf76f1b754d7798081a0be09f900 391 387 2024-07-07T22:48:38Z 108.175.90.172 0 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Ace_WEB.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ace''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 14 || <!--Arm--> 15 || <!--HP--> 24 |} ===Abilities:=== *'''Bond (Caine)''' - If Ace begins the game in Caine's battlegroup, it is bonded to him. Each time Ace makes a Rune Shot Cannon ranged attack while bonded to Caine and in his control range, choose one of three special rules: ** Ricochet - allows a second shot for another model nearby the first target provided you hit. ** Shadow Fire - Causes the model hit to no longer block LOS for a turn ** Thunderbolt - Pushes a model d3" directly away and knocks the model down on a critical. *'''Prowl''' - Gains stealth in concealment *'''True Sight''' Ignores cloud effects for LOS and ignores stealth <div class="mw-collapsible mw-collapsed"> {{Ranged Weapon|<!--Name-->Rune Shot Cannon|<!--RAT-->7|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Magical''' {{Melee Weapon|<!--Name-->Battle Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * For the cost of a [[Charger]], you gain a RAT, +2 rng, a magical gun that ignores stealth, with better def than a heavy option == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The [[Charger]] has more attacks and is more focus-efficient for the same price, making it a better support piece when dealing with multiple targets. == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> == Synergy == <!-- Which models work well with this? --> *[[Lieutenant Allister Caine]] is, of course, the primary synergy. Without his bond, he's a hard sell == Tricks: == <!-- dot point list of cool plays and combos--> * {{Cygnar Legacy Footer}} 560f83adc4ebae10da243acde03a88fc2ffa36f0 Template:Cygnar Footer 10 106 384 2024-07-07T20:25:10Z 108.175.90.172 0 Created page with "{| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Cygnar Legacy]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Captain E. Dominic Darius]] - [[Captain Jeremiah Kraye]] - [[Colonel Markus "Seige" Brisbane]] - [[Lieutenant Allister Caine]] |- | '''Warjacks''' || **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] |- | '''Solos''' || |- |..." wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Cygnar Legacy]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Captain E. Dominic Darius]] - [[Captain Jeremiah Kraye]] - [[Colonel Markus "Seige" Brisbane]] - [[Lieutenant Allister Caine]] |- | '''Warjacks''' || **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] |- | '''Solos''' || |- | '''Units''' || |- | '''Mercenaries''' || |} d0b787e1497490e2c7b8e5ed1a228eb09a1270f0 Template:Cygnar Legacy Footer 10 107 386 2024-07-07T20:25:49Z 108.175.90.172 0 Created page with "{| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Cygnar Legacy]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Captain E. Dominic Darius]] - [[Captain Jeremiah Kraye]] - [[Colonel Markus "Seige" Brisbane]] - [[Lieutenant Allister Caine]] |- | '''Warjacks''' || **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] |- | '''Solos''' || |- |..." wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Cygnar Legacy]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Captain E. Dominic Darius]] - [[Captain Jeremiah Kraye]] - [[Colonel Markus "Seige" Brisbane]] - [[Lieutenant Allister Caine]] |- | '''Warjacks''' || **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] |- | '''Solos''' || |- | '''Units''' || |- | '''Mercenaries''' || |} d0b787e1497490e2c7b8e5ed1a228eb09a1270f0 390 386 2024-07-07T20:54:48Z 108.175.90.172 0 wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Cygnar Legacy Footer]] Index''' </span> |- ! Theme !! Warcasters |- | '''Cygnar First Army''' || [[Captain E. Dominic Darius]] - [[Captain Jeremiah Kraye]] - [[Colonel Markus "Seige" Brisbane]] - [[Lieutenant Allister Caine]] |- |} {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Cygnar Legacy Footer]] Index''' </span> |- ! Type !! Warjack |- |'''Light Warjacks'''|| *[[Ace]] *[[Charger]] *[[Grenadier]] *[[Hunter]] *[[Lancer]] *[[Minuteman]] *[[Sentinel]] |- | ''' Heavy Warjacks ''' || *[[Centurion]] *[[Cyclone]] *[[Defender]] *[[Hammersmith]] *[[Ironclad]] *[[Triumph]] |- | ''' Colossals ''' || *[[Hurricane]] *[[Stormwall]] |- | '''Solos''' || |- | '''Units''' || |- | '''Mercenaries''' || |} 055f8cb488d16a18aebd1ad17d9d507f8c17a416 File:Ace WEB.jpg 6 108 392 2024-07-07T22:51:18Z Jlav 18 Ace Cygnar Character Light Warjack wikitext text/x-wiki == Summary == Ace Cygnar Character Light Warjack ec1dfea93bf3615d2a708f277fad4aa0060c807b Cygnar Storm Knights 0 109 393 2024-07-07T23:02:30Z Jlav 18 Created page with "== Why Play Cygnar Storm Knights == Cygnar's Storm Knights has a mixture of options for aggressive and attrition play. With only 2 light warjacks available, it is here that you'll find the legacy elite powerhouses with the electrical theme. == War Casters == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === [[Colonel Markus "Seige" Brisbane]] === === [[Lieutenant Allister Caine]] === == Warjacks == *'''Light Warjacks''' **[[Firefly]] **Lance..." wikitext text/x-wiki == Why Play Cygnar Storm Knights == Cygnar's Storm Knights has a mixture of options for aggressive and attrition play. With only 2 light warjacks available, it is here that you'll find the legacy elite powerhouses with the electrical theme. == War Casters == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === [[Colonel Markus "Seige" Brisbane]] === === [[Lieutenant Allister Caine]] === == Warjacks == *'''Light Warjacks''' **[[Firefly]] **[[Lancer]] * '''Heavies''' **[[Centurion]] **[[Dynamo]] **[[Avenger]] **[[Brickhouse]] **[[Ol' Rowdy]] **[[Reliant]] **[[Stormclad]] **[[Thunderhead]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] * '''Battle Engines''' **[[Storm Strider]] * '''Structures''' **[[Trencher Blockhouse]] * '''Solos''' **[[Captain Arlan Strangewayes]] **[[Squire]] **[[Lieutenant Allison Jakes]] **[[Lieutenant Gwen Keller]] **[[Major Katherine Laddermore]] **[[Savio Montero Acosta]] **[[Sir Dreyfus the Storm Knight]] **[[Stormblade Captain]] **[[Stormsmith Stormcaller]] * '''Units''' **[[Field Mechaniks]] **[[Silver Line Stormguard]] **[[Storm Lances]] **[[Stormblade Infantry]] **[[Stormguard Infantry]] **[[Stormsmith Grenadiers]] **[[Stormsmith Storm Tower]] *'''Command Attachments''' **[[Stormblade Infantry Officer & Standard]] *'''Weapon Attachments''' **[[Stormblade Infantry Storm Gunner]] 8816ae0f6bf83848740da66d2aa0cb1c4a587010 395 393 2024-07-07T23:22:14Z Jlav 18 wikitext text/x-wiki == Why Play Cygnar Storm Knights == Cygnar's Storm Knights has a mixture of options for aggressive and attrition play. With only 2 light warjacks available, it is here that you'll find the legacy elite powerhouses with the electrical theme. == Warcasters == === [[Captain Allison Jakes]] === === [[General Adept Nemo]] === === [[Lord General Coleman Stryker]] === === [[Major Beth Maddox]] === == Warjacks == *'''Light Warjacks''' **[[Firefly]] **[[Lancer]] * '''Heavies''' **[[Centurion]] **[[Dynamo]] **[[Avenger]] **[[Brickhouse]] **[[Ol' Rowdy]] **[[Reliant]] **[[Stormclad]] **[[Thunderhead]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] * '''Battle Engines''' **[[Storm Strider]] * '''Structures''' **[[Trencher Blockhouse]] * '''Solos''' **[[Captain Arlan Strangewayes]] **[[Squire]] **[[Lieutenant Allison Jakes]] **[[Lieutenant Gwen Keller]] **[[Major Katherine Laddermore]] **[[Savio Montero Acosta]] **[[Sir Dreyfus the Storm Knight]] **[[Stormblade Captain]] **[[Stormsmith Stormcaller]] * '''Units''' **[[Field Mechaniks]] **[[Silver Line Stormguard]] **[[Storm Lances]] **[[Stormblade Infantry]] **[[Stormguard Infantry]] **[[Stormsmith Grenadiers]] **[[Stormsmith Storm Tower]] *'''Command Attachments''' **[[Stormblade Infantry Officer & Standard]] *'''Weapon Attachments''' **[[Stormblade Infantry Storm Gunner]] 7d6e6bb03f14b89930c0faf976514c432420e374 Retribution Legions of Dawn 0 110 397 2024-07-07T23:30:21Z Jlav 18 Created page with "== Why Play Retribution of Scyrah - Legions of Dawn == The formal might and military of the elves of Ios, the Legions of Dawn are a mix of powerful warcasters with extreme arcane power and toolboxes that can adapt and power their mighty Myrmidons == Warcasters == === [[Issyria, Sibyl of Dawn]] === === [[Lord Arcanist Ossyan]] === === [[Magister Helynna]] === === [[Vyros, Incissar of the Dawnguard]] === == Myrmidons == *'''Light Warjacks''' **[[Aspis]] **[[Chimera]] **..." wikitext text/x-wiki == Why Play Retribution of Scyrah - Legions of Dawn == The formal might and military of the elves of Ios, the Legions of Dawn are a mix of powerful warcasters with extreme arcane power and toolboxes that can adapt and power their mighty Myrmidons == Warcasters == === [[Issyria, Sibyl of Dawn]] === === [[Lord Arcanist Ossyan]] === === [[Magister Helynna]] === === [[Vyros, Incissar of the Dawnguard]] === == Myrmidons == *'''Light Warjacks''' **[[Aspis]] **[[Chimera]] **[[Gorgon]] **[[Griffon]] * '''Heavies''' **[[Hemera]] **[[Hydra]] **[[Hypnos]] **[[Imperatus]] **[[Manticore]] **[[Phoenix]] * '''Colossals''' **[[Helios]] **[[Hyperion]] * '''Battle Engines''' **[[Dawnguard Trident]] * '''Solos''' **[[Aelyth Vyr, Blade of Nyssor]] **[[Dawnguard Destor Thane]] **[[Dawnguard Sentinel Scyir]] **[[Fane Knight Guardian]] **[[Fane Knight Skeryth Issyen]] **[[Lanyssa Ryssyl, Nyss Sorceress]] **[[Priest of Nyssor]] * '''Units''' **[[Cylena Raefyll & Nyss Hunters]] **[[Dawnguard Destors]] **[[Dawnguard Invictors]] **[[Dawnguard Sentinels]] **[[House Shyeel Arcanists]] **[[Ryssovass Defenders]] **[[Stormfall Archers]] *'''Command Attachments''' **[[Dawnguard Invictor Officer & Standard]] **[[Dawnguard Sentinel Officer & Standard]] ===Mercenaries=== *'''Mercenary Solos''' **[[Carver Ultimus]] **[[Magnus the Unstoppable]] 0b5cfc7e1b2123f2e761edb16b9429c90a848ff3 398 397 2024-07-07T23:30:54Z Jlav 18 wikitext text/x-wiki == Why Play Retribution of Scyrah - Legions of Dawn == The formal might and military of the elves of Ios, the Legions of Dawn are a mix of powerful warcasters with extreme arcane power and toolboxes that can adapt and power their mighty Myrmidons == Warcasters == === [[Issyria, Sibyl of Dawn]] === === [[Lord Arcanist Ossyan]] === === [[Magister Helynna]] === === [[Vyros, Incissar of the Dawnguard]] === == Myrmidons == *'''Light Warjacks''' **[[Aspis]] **[[Chimera]] **[[Gorgon]] **[[Griffon]] * '''Heavies''' **[[Hemera]] **[[Hydra]] **[[Hypnos]] **[[Imperatus]] **[[Manticore]] **[[Phoenix]] * '''Colossals''' **[[Helios]] **[[Hyperion]] * '''Battle Engines''' **[[Dawnguard Trident]] * '''Solos''' **[[Aelyth Vyr, Blade of Nyssor]] **[[Dawnguard Destor Thane]] **[[Dawnguard Sentinel Scyir]] **[[Fane Knight Guardian]] **[[Fane Knight Skeryth Issyen]] **[[Lanyssa Ryssyl, Nyss Sorceress]] **[[Priest of Nyssor]] * '''Units''' **[[Cylena Raefyll & Nyss Hunters]] **[[Dawnguard Destors]] **[[Dawnguard Invictors]] **[[Dawnguard Sentinels]] **[[House Shyeel Arcanists]] **[[Ryssovass Defenders]] **[[Stormfall Archers]] *'''Command Attachments''' **[[Dawnguard Invictor Officer & Standard]] **[[Dawnguard Sentinel Officer & Standard]] =Mercenaries= *'''Mercenary Solos''' **[[Carver Ultimus]] **[[Magnus the Unstoppable]] 9ebc45df8d6c9ac62c9aa0fc0ab28314e57f41f2 Links and Podcasts 0 52 401 189 2024-07-07T23:38:11Z Captmizzy 19 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. * [https://open.spotify.com/show/7lZKIcYlA20n56Q8IHMtj1?si=448eeaba49144e41 Dice & Duty] German Language, The Podcast of the Community Project with the same Name, not taking everything completely serious and more on doing Things for Fun. Hosted on the magabotato Network, the biggest German Speaking Network for Tabletop Content. * [https://www.podomatic.com/podcasts/marioreisarruda Shop Talk]: An interview series focusing on the Pacific Northwest of North America, and the the Warmachine players and events that exist in our part of the world. * [https://podcast.museonminis.com/author/morethandice/ More Than Dice]: A podcast dedicated to tabletop games and all things nerdy. The networks hosts the Warmachine shows Blight Bringers, Bokur Broadcast, and Tried and True. Find content on [https://podcast.museonminis.com/author/morethandice/ Muse on Minis], [https://soundcloud.com/morethandice-apodcast Soundcloud], [https://www.youtube.com/@MoreThanDice YouTube], and [https://www.facebook.com/morethandiceapodcast Facebook]. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://youtube.com/@diceandduty?si=YoNpeUduIJ9k5wID Dice & Duty]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future * [https://youtube.com/@thedescriptivebaker?si=5ZqVdd1WwEhayC8_ Broken Coast Warmachine]: My name is Mario and I record Warmachine games played at the events and hobby nights I attend in and around the Pacific Northwest of North America. These are generally competitive leaning Steamroller games played at the local shop on minis nights, at events or in my basement. The games are unedited and genuine. Note we don't edit for language so viewer discretion is advised. 62faeaea5a1d176dba7863b544b0a5f8795117a8 402 401 2024-07-07T23:38:46Z Captmizzy 19 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. * [https://open.spotify.com/show/7lZKIcYlA20n56Q8IHMtj1?si=448eeaba49144e41 Dice & Duty] German Language, The Podcast of the Community Project with the same Name, not taking everything completely serious and more on doing Things for Fun. Hosted on the magabotato Network, the biggest German Speaking Network for Tabletop Content. * [https://www.podomatic.com/podcasts/marioreisarruda Shop Talk]: An interview series focusing on the Pacific Northwest of North America, and the the Warmachine players and events that exist in our part of the world. * [https://podcast.museonminis.com/author/morethandice/ More Than Dice]: A podcast network dedicated to tabletop games and all things nerdy. The network hosts the Warmachine shows Blight Bringers, Bokur Broadcast, and Tried and True. Find content on [https://podcast.museonminis.com/author/morethandice/ Muse on Minis], [https://soundcloud.com/morethandice-apodcast Soundcloud], [https://www.youtube.com/@MoreThanDice YouTube], and [https://www.facebook.com/morethandiceapodcast Facebook]. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://youtube.com/@diceandduty?si=YoNpeUduIJ9k5wID Dice & Duty]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future * [https://youtube.com/@thedescriptivebaker?si=5ZqVdd1WwEhayC8_ Broken Coast Warmachine]: My name is Mario and I record Warmachine games played at the events and hobby nights I attend in and around the Pacific Northwest of North America. These are generally competitive leaning Steamroller games played at the local shop on minis nights, at events or in my basement. The games are unedited and genuine. Note we don't edit for language so viewer discretion is advised. d574a84c1321f9a57c2c323f5e8ee89298bba842 407 402 2024-07-08T01:42:44Z Captmizzy 19 /* Podcasts */ wikitext text/x-wiki Please add a link to your homepage, podcast, youtube Channel here. <!--Dot point form, with one line per series/ site.--> == Blogs == * [https://avatarofslaughter.wordpress.com/| Avatar of Slaughter]: Blog dedicated to Khador Strategy * [https://zachwatsonauthor.com/tabletop-games/| Zac Watson]: Khymaera analysis == Podcasts == * [https://open.spotify.com/show/0FXxtmWuNLDvTlWfyDtxXl?si=d4c1b75d49b94a21| Sixes to Win]: a podcast about Competitive Wargaming out of Brisbane, Australia. We aim to bring entertaining and informative conversation to Warmachine from a competitive perspective. *[https://www.podbean.com/eas/pb-tvp5y-165d92d] Tyrants on the Field a Competitive focused cast sharing Opinions and Lists Breakdowns from the WTC and other large events. * [https://poddtoppen.se/podcast/1610991891/euromachine| Euromachine]: a podcast with focus on competitive play as well as hobby aspects. The podcast has a european focus and is broadcasted from Sweden. * [https://open.spotify.com/show/7lZKIcYlA20n56Q8IHMtj1?si=448eeaba49144e41 Dice & Duty] German Language, The Podcast of the Community Project with the same Name, not taking everything completely serious and more on doing Things for Fun. Hosted on the magabotato Network, the biggest German Speaking Network for Tabletop Content. * [https://www.podomatic.com/podcasts/marioreisarruda Shop Talk]: An interview series focusing on the Pacific Northwest of North America, and the the Warmachine players and events that exist in our part of the world. * [https://podcast.museonminis.com/author/morethandice/ More Than Dice]: A podcast network dedicated to tabletop games and all things nerdy. The network hosts the shows Blight Bringers, Bokur Broadcast, Build Paint Play, and Tried and True. Find content on [https://podcast.museonminis.com/author/morethandice/ Muse on Minis], [https://soundcloud.com/morethandice-apodcast Soundcloud], [https://www.youtube.com/@MoreThanDice YouTube], and [https://www.facebook.com/morethandiceapodcast Facebook]. == Video series == * [https://www.youtube.com/@triedtrue1221| Tried and True]: Tried and True hosts a podcast capturing aspects of our favorite miniatures wargames, as well as hosts numerous battle reports played among the local community and the surrounding area. * [https://youtube.com/@diceandduty?si=YoNpeUduIJ9k5wID Dice & Duty]: German Language, The Youtube Channel of the Community-Project with the Name ''Dice & Duty''. At this Time mostly doing unboxings for Warmachine, probably with Learning Videos and Battlereports in the Future * [https://youtube.com/@thedescriptivebaker?si=5ZqVdd1WwEhayC8_ Broken Coast Warmachine]: My name is Mario and I record Warmachine games played at the events and hobby nights I attend in and around the Pacific Northwest of North America. These are generally competitive leaning Steamroller games played at the local shop on minis nights, at events or in my basement. The games are unedited and genuine. Note we don't edit for language so viewer discretion is advised. 8558f71cc37f046d36a6102063b5ee5dd3eda3fa Retribution Shadows of the Retribution 0 111 403 2024-07-07T23:41:55Z Jlav 18 Created page with "== Why Play Retribution of Scyrah - Shadows of the Retribution == The stealthy elves that appear in the night, Shadows of Retribution is where you will find the elven assassins and warriors of conviction. Thematically, this is where you will find stealthy weapon masters, and elite troops, but that doesn't mean they can't muscle in when needed. === [[Garryth, Eye of Vengeance]] === === [[Kaelyssa, The Night's Whisper]] === === [[Ravyn, The Eternal Light]] === === Thyron..." wikitext text/x-wiki == Why Play Retribution of Scyrah - Shadows of the Retribution == The stealthy elves that appear in the night, Shadows of Retribution is where you will find the elven assassins and warriors of conviction. Thematically, this is where you will find stealthy weapon masters, and elite troops, but that doesn't mean they can't muscle in when needed. === [[Garryth, Eye of Vengeance]] === === [[Kaelyssa, The Night's Whisper]] === === [[Ravyn, The Eternal Light]] === === [[Thyron, Sword of Truth]] === == Myrmidons == *'''Light Warjacks''' **[[Aspis]] **[[Chimera]] **[[Harpy]] **[[Moros]] **[[Siren]] * '''Heavies''' **[[Banshee]] **[[Daemon]] **[[Sphinx]] **[[]] **[[]] **[[]] * '''Colossals''' **[[Helios]] **[[Hyperion]] * '''Battle Engines''' **[[Arcantrik Force Generator]] * '''Solos''' **[[Eiryss, Mage Hunter of Ios]] **[[Arcanist Mechanik]] **[[Elara, Tyro of the Third Chamber]] **[[Sylys Wyshnalyrr, The Seeker]] **[[House Ellowuyr Warden Executioner]] **[[Mage Hunter Assassin]] **[[Narn, Mage Hunter of Ios]] **[[Nayl]] **[[Soulless Voidtracer]] * '''Units''' **[[House Ellowuyr Swordsmen]] **[[House Ellowuyr Wardens]] **[[Mage Hunter Infiltrators]] **[[Mage Hunter Strike Force]] **[[Spears of Scyrah]] *'''Command Attachments''' **[[Eiryss, Mage Hunter Commander]] **[[House Ellowuyr Swordsmen Officer & Standard]] **[[Mage Hunter Strike Force Commander]] *'''Weapon Attachments''' **[[Soulless Escort]] =Mercenaries= *'''Mercenary Solos''' **[[Carver Ultimus]] **[[Magnus the Unstoppable]] fcf7b3de48a431f7da2bce1c90ffde13d5e68e7d 404 403 2024-07-07T23:43:13Z Jlav 18 wikitext text/x-wiki == Why Play Retribution of Scyrah - Shadows of the Retribution == The stealthy elves that appear in the night, Shadows of Retribution is where you will find the elven assassins and warriors of conviction. Thematically, this is where you will find stealthy weaponmasters, and elite troops, but that doesn't mean they can't muscle in when needed. === [[Garryth, Eye of Vengeance]] === === [[Kaelyssa, The Night's Whisper]] === === [[Ravyn, The Eternal Light]] === === [[Thyron, Sword of Truth]] === == Myrmidons == *'''Light Warjacks''' **[[Aspis]] **[[Chimera]] **[[Harpy]] **[[Moros]] **[[Siren]] * '''Heavies''' **[[Banshee]] **[[Daemon]] **[[Sphinx]] * '''Colossals''' **[[Helios]] **[[Hyperion]] * '''Battle Engines''' **[[Arcantrik Force Generator]] * '''Solos''' **[[Eiryss, Mage Hunter of Ios]] **[[Arcanist Mechanik]] **[[Elara, Tyro of the Third Chamber]] **[[Sylys Wyshnalyrr, The Seeker]] **[[House Ellowuyr Warden Executioner]] **[[Mage Hunter Assassin]] **[[Narn, Mage Hunter of Ios]] **[[Nayl]] **[[Soulless Voidtracer]] * '''Units''' **[[House Ellowuyr Swordsmen]] **[[House Ellowuyr Wardens]] **[[Mage Hunter Infiltrators]] **[[Mage Hunter Strike Force]] **[[Spears of Scyrah]] *'''Command Attachments''' **[[Eiryss, Mage Hunter Commander]] **[[House Ellowuyr Swordsmen Officer & Standard]] **[[Mage Hunter Strike Force Commander]] *'''Weapon Attachments''' **[[Soulless Escort]] =Mercenaries= *'''Mercenary Solos''' **[[Carver Ultimus]] **[[Magnus the Unstoppable]] e42deb1bb2ab044560f17fd576b0572c7d7b0292 Cygnar Storm Legion 0 42 405 400 2024-07-07T23:47:09Z Jlav 18 wikitext text/x-wiki {{Main Page announcement}} Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. == Why Play Storm Legion == == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === === [[Major Anson Wolfe]] === === [[Mechanik Adept Sparkhammer]] === == Warjacks == '''Light Chassis (40mm)''' *[[Courser]] '''Heavy Chassis (50mm)''' *[[Stryker]] *[[The General]] ==Solos== *[[Legionnaire Officer]] *[[Lieutenant Sara Brisbane]] *[[Sharpshooter]] *[[Specialist Tyson Vas]] *[[Weather Station]] *[[Zephyr]] ==Units== *[[Arcane Mechaniks]] *[[Storm Callers]] *[[Storm Lance Legionnaires]] *[[Storm Vanes]] *[[Stormblade Legionnaires]] *[[Stormguard Legionnaires]] *[[Stormthrower Legionnaires]] *[[Tempest Assailers]] *[[Tempest Thunderers]] ==Command Attachments== *[[Legionnaire Standard Bearer]] =Mercenaries= ==Mercenary Solos== *[[Alexia, Queen of the Damned]] *[[Carver Ultimus]] *[[Eilish Garrity, the Dark Traitor]] *[[Eiryss, Shadow of the Retribution]] *[[Krueger, Wrath of Blighterghast]] *[[Magnus the Unstoppable]] ==Mercenary Battle Engines== *[[Sky Bomber]] *[[Sky Raider]] {{Storm Legion Footer}} 4946a68edfc9fa8e62254d5ab899d12752745196 406 405 2024-07-07T23:51:36Z Jlav 18 wikitext text/x-wiki Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. == Why Play Storm Legion == With prominent combinations of electrical themes and an abundance of ranged attack options, the Cygnar Storm Legion primarily make use of buffs to enhance armor and range and exploit attack lanes. == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === === [[Major Anson Wolfe]] === === [[Mechanik Adept Sparkhammer]] === == Warjacks == '''Light Chassis (40mm)''' *[[Courser]] '''Heavy Chassis (50mm)''' *[[Stryker]] *[[The General]] ==Solos== *[[Legionnaire Officer]] *[[Lieutenant Sara Brisbane]] *[[Sharpshooter]] *[[Specialist Tyson Vas]] *[[Weather Station]] *[[Zephyr]] ==Units== *[[Arcane Mechaniks]] *[[Storm Callers]] *[[Storm Lance Legionnaires]] *[[Storm Vanes]] *[[Stormblade Legionnaires]] *[[Stormguard Legionnaires]] *[[Stormthrower Legionnaires]] *[[Tempest Assailers]] *[[Tempest Thunderers]] ==Command Attachments== *[[Legionnaire Standard Bearer]] =Mercenaries= ==Mercenary Solos== *[[Alexia, Queen of the Damned]] *[[Carver Ultimus]] *[[Eilish Garrity, the Dark Traitor]] *[[Eiryss, Shadow of the Retribution]] *[[Krueger, Wrath of Blighterghast]] *[[Magnus the Unstoppable]] ==Mercenary Battle Engines== *[[Sky Bomber]] *[[Sky Raider]] {{Storm Legion Footer}} 466f148e8cc6ca353ea19158a48117e6b95e5f8d 425 406 2024-07-08T22:11:54Z Jlav 18 wikitext text/x-wiki [[File:Cygnar_Banner.webp|right|text-top|400px]] == Why Play Storm Legion == Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. With prominent combinations of electrical themes and an abundance of ranged attack options, the Cygnar Storm Legion primarily make use of buffs to enhance armor and range and exploit attack lanes. == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === === [[Major Anson Wolfe]] === === [[Mechanik Adept Sparkhammer]] === == Warjacks == '''Light Chassis (40mm)''' *[[Courser]] '''Heavy Chassis (50mm)''' *[[Stryker]] *[[The General]] ==Solos== *[[Legionnaire Officer]] *[[Lieutenant Sara Brisbane]] *[[Sharpshooter]] *[[Specialist Tyson Vas]] *[[Weather Station]] *[[Zephyr]] ==Units== *[[Arcane Mechaniks]] *[[Storm Callers]] *[[Storm Lance Legionnaires]] *[[Storm Vanes]] *[[Stormblade Legionnaires]] *[[Stormguard Legionnaires]] *[[Stormthrower Legionnaires]] *[[Tempest Assailers]] *[[Tempest Thunderers]] ==Command Attachments== *[[Legionnaire Standard Bearer]] =Mercenaries= ==Mercenary Solos== *[[Alexia, Queen of the Damned]] *[[Carver Ultimus]] *[[Eilish Garrity, the Dark Traitor]] *[[Eiryss, Shadow of the Retribution]] *[[Krueger, Wrath of Blighterghast]] *[[Magnus the Unstoppable]] ==Mercenary Battle Engines== *[[Sky Bomber]] *[[Sky Raider]] {{Storm Legion Footer}} 88fbdacc589209494f59b5526dd507f46ef03253 Template:What Are Legacy Armies? 10 112 408 2024-07-08T10:41:39Z Jlav 18 Created page with "In the launch of Warmachine MKIV, the narrative of the world of Immoren and the Iron Kingdoms has progressed beyond the lifespans of many of the characters in the armies of Warmachine. A new generation has emerged, with new technology and exciting narratives. The older models have been included in the MKIV rules, under theme lists that are balanced into the MKIV game and others under the title of "Unlimited" play that have not been balanced, but may still be played." wikitext text/x-wiki In the launch of Warmachine MKIV, the narrative of the world of Immoren and the Iron Kingdoms has progressed beyond the lifespans of many of the characters in the armies of Warmachine. A new generation has emerged, with new technology and exciting narratives. The older models have been included in the MKIV rules, under theme lists that are balanced into the MKIV game and others under the title of "Unlimited" play that have not been balanced, but may still be played. 1d8860f2692286249de9ca82242a6654c1e4603c Cygnar Legacy 0 113 409 2024-07-08T10:41:49Z Jlav 18 Created page with "=Cygnar Legacy Armies= ==What are the Legacy Armies?== {{What Are Legacy Armies?}} ==Cygnar First Army== [[Cygnar First Army]] The Trench-digging hardened front lines of Cygnar. ==Cygnar Storm Knights== [[Cygnar Storm Knights]] Slinging electricity like it's going out of style, the storm knights are an elite force." wikitext text/x-wiki =Cygnar Legacy Armies= ==What are the Legacy Armies?== {{What Are Legacy Armies?}} ==Cygnar First Army== [[Cygnar First Army]] The Trench-digging hardened front lines of Cygnar. ==Cygnar Storm Knights== [[Cygnar Storm Knights]] Slinging electricity like it's going out of style, the storm knights are an elite force. 315a4843d99ec4bc142904fc48aa178fdeedd219 410 409 2024-07-08T10:49:06Z Jlav 18 wikitext text/x-wiki =Cygnar Legacy Armies= {{What Are Legacy Armies?}} =Theme Armies= ==Cygnar First Army== [[Cygnar First Army]] The Trench-digging hardened front lines of Cygnar. ==Cygnar Storm Knights== [[Cygnar Storm Knights]] Slinging electricity like it's going out of style, the Storm Knights are an elite force. =Cygnar Legacy Unlimited= [[Cygnar Legacy Unlimited]] == Warcasters == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === [[Colonel Markus "Seige" Brisbane]] === === [[Lieutenant Allister Caine]] === === [[Captain Allison Jakes]] === === [[General Adept Nemo]] === === [[Lord General Coleman Stryker]] === === [[Major Beth Maddox]] === == Warjacks == *'''Light Warjacks''' **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] **[[Firefly]] * '''Heavies''' **[[Centurion]] **[[Cyclone]] **[[Defender]] **[[Hammersmith]] **[[Ironclad]] **[[Triumph]] **[[Centurion]] **[[Dynamo]] **[[Avenger]] **[[Brickhouse]] **[[Ol' Rowdy]] **[[Reliant]] **[[Stormclad]] **[[Thunderhead]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] * '''Battle Engines''' **[[Storm Strider]] * '''Structures''' **[[Trencher Blockhouse]] * '''Solos''' **[[Major Harrison Gibbs]] **[[Squire]] **[[Captain Jonas Murdoch]] **[[Captain Maxwell Finn]] **[[Commander Anson Hitch]] **[[Patrol Dog]] **[[Trench Buster]] **[[Trencher Master Gunner]] **[[Trencher Sniper]] **[[Trencher Warcaster Lieutenant]] **[[Captain Arlan Strangewayes]] **[[Lieutenant Allison Jakes]] **[[Lieutenant Gwen Keller]] **[[Major Katherine Laddermore]] **[[Savio Montero Acosta]] **[[Sir Dreyfus the Storm Knight]] **[[Stormblade Captain]] **[[Stormsmith Stormcaller]] * '''Units''' **[[Rangers]] **[[Trencher Cannon Crew]] **[[Trencher Combat Engineers]] **[[Trencher Commando Scattergunners]] **[[Trencher Commandos]] **[[Trencher Express Team]] **[[Trencher Infantry]] **[[Trencher Rifle Grenadiers]] **[[Trencher Long Gunners]] **[[Field Mechaniks]] **[[Silver Line Stormguard]] **[[Storm Lances]] **[[Stormblade Infantry]] **[[Stormguard Infantry]] **[[Stormsmith Grenadiers]] **[[Stormsmith Storm Tower]] *'''Command Attachments''' **[[Captain Karli]] **[[Trencher Commando Officer]] **[[Trencher Infantry Officer]] **[[Trencher Long Gunner Officer]] **[[Stormblade Infantry Officer & Standard]] **[[Stormblade Infantry Storm Gunner]] d078b8a9e8037a2dd5eb4a86f8c4a84a981ccad2 419 410 2024-07-08T21:44:33Z Jlav 18 wikitext text/x-wiki =Cygnar Legacy Armies= {{What Are Legacy Armies?}} =Theme Armies= ==Cygnar First Army== [[Cygnar First Army]] The Trench-digging hardened front lines of Cygnar. ==Cygnar Storm Knights== [[Cygnar Storm Knights]] Slinging electricity like it's going out of style, the Storm Knights are an elite force. =Cygnar Legacy Unlimited= [[Cygnar Legacy Unlimited]] == Warcasters == ===[[Artificer General Nemo]] === ===[[Captain Allison Jakes]] === ===[[Captain Allister Caine]]=== ===[[Captain E. Dominic Darius]] === ===[[Captain Jeremiah Kraye]] === ===[[Captain Kara Sloan]]=== ===[[Captain Victoria Haley]]=== ===[[Colonel Markus "Seige" Brisbane]] === ===[[Commander Adept Nemo]]=== ===[[Commander Coleman Stryker]]=== ===[[Commander Dalin Sturgis]]=== ===[[General Adept Nemo]] === ===[[Lieutenant Allister Caine]] === ===[[Lord Commander Stryker]]=== ===[[Lord General Coleman Stryker]] === ===[[Major Beth Maddox]] === ===[[Major Markus "Seige" Brisbane]] === ===[[Major Prime Victoria Haley]]=== ===[[Major Victoria Haley]]=== == Warjacks == *'''Light Warjacks''' **[[Ace]] **[[Charger]] **[[Firefly]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] **[[Thorn]] * '''Heavies''' **[[Avenger]] **[[Brickhouse]] **[[Centurion]] **[[Cyclone]] **[[Defender]] **[[Dynamo]] **[[Hammersmith]] **[[Ironclad]] **[[Ol' Rowdy]] **[[Reliant]] **[[Stormclad]] **[[Thunderhead]] **[[Triumph]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] ==Battle Engines== *[[Storm Strider]] *[[Artificer Prime Nemo]] ==Structures== *[[Trencher Blockhouse]] ==Solos== *[[Morrowan Archon]] *[[Major Harrison Gibbs]] *[[Arcane Tempest Rifleman]] *[[Archduke Alain Runewood, Lord of Fharin]] *[[Captain Arlan Strangewayes]] *[[Squire]] *[[Captain Jonas Murdoch]] *[[Captain Maxwell Finn]] *[[Commander Anson Hitch]] *[[Gun Mage Captain Adept]] *[[Journeyman Lieutenant Allister Caine]] *[[Journeyman Warcaster]] *[[Lieutenant Allison Jakes]] *[[Lieutenant Bastion Falk]] *[[Lieutenant Gwen Keller]] *[[Major Katherine Laddermore]] *[[Patrol Dog]] *[[Savio Montero Acosta]] *[[Sir Dreyfus the Storm Knight]] *[[Stormblade Captain]] *[[Stormsmith Stormcaller]] *[[Trench Buster]] *[[Trencher Master Gunner]] *[[Trencher Sniper]] *[[Trencher Warcaster Lieutenant]] ==Units== *[[Arcane Tempest Gun Mages]] *[[Black 13th Strike Force]] *[[Field Mechaniks]] *[[Long Gunner Infantry]] *[[Rangers]] *[[Silver Line Stormguard]] *[[Storm Lances]] *[[Stormblade Infantry]] *[[Stormguard Infantry]] *[[Stormsmith Grenadiers]] *[[Stormsmith Storm Tower]] *[[Sword Knights]] *[[Tempest Blazers]] *[[Trencher Cannon Crew]] *[[Trencher Chain Gun Crew]] *[[Trencher Combat Engineers]] *[[Trencher Commando Scattergunners]] *[[Trencher Commandos]] *[[Trencher Express Team]] *[[Trencher Infantry]] *[[Trencher Rifle Grenadiers]] *[[Trencher Long Gunners]] ==Command Attachments== *[[Arcane Tempest Gun Mage Officer]] *[[Captain Karli]] *[[Long Gunner Infantry Officer & Standard]] *[[Stormblade Infantry Officer & Standard]] *[[Sword Knight Officer & Standard]] *[[Trencher Commando Officer]] *[[Trencher Infantry Officer]] *[[Trencher Long Gunner Officer]] ==Mercenaries== Updating... ===Mercenary Warcasters== ===Mercenary Units=== *'''Command Attachments''' ===Mercenary Solos=== ===Mercenary Battle Engines=== *[[Hammerfall Siege Crawler]] 66dc946c6d2a1681da8b52244bfa1f6282dc9eb0 Cygnar First Army 0 104 411 396 2024-07-08T11:45:45Z Jlav 18 wikitext text/x-wiki == Why Play Cygnar First Army == Cygnar First Army is a theme list of the [[Cygnar Legacy]] Cygnar's First army is your trench-digging tough soldiers that get down and get dirty. The esthetic lends itself to the classic arms and the playstyle ranges from heavy shooting and stubborn defence - providing plenty of options for repair and increased survivability when almost all the infantry options are tough. == Warcasters == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === [[Colonel Markus "Seige" Brisbane]] === === [[Lieutenant Allister Caine]] === == Warjacks == *'''Light Warjacks''' **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] * '''Heavies''' **[[Centurion]] **[[Cyclone]] **[[Defender]] **[[Hammersmith]] **[[Ironclad]] **[[Triumph]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] * '''Structures''' **[[Trencher Blockhouse]] * '''Solos''' **[[Major Harrison Gibbs]] **[[Squire]] **[[Captain Jonas Murdoch]] **[[Captain Maxwell Finn]] **[[Commander Anson Hitch]] **[[Patrol Dog]] **[[Trench Buster]] **[[Trencher Master Gunner]] **[[Trencher Sniper]] **[[Trencher Warcaster Lieutenant]] * '''Units''' **[[Rangers]] **[[Trencher Cannon Crew]] **[[Trencher Combat Engineers]] **[[Trencher Commando Scattergunners]] **[[Trencher Commandos]] **[[Trencher Express Team]] **[[Trencher Infantry]] **[[Trencher Rifle Grenadiers]] **[[Trencher Long Gunners]] *'''Command Attachments''' **[[Captain Karli]] **[[Trencher Commando Officer]] **[[Trencher Infantry Officer]] **[[Trencher Long Gunner Officer]] 68e4c32db0e60bef0f8098033ea709a328574c69 412 411 2024-07-08T11:46:04Z Jlav 18 /* Why Play Cygnar First Army */ wikitext text/x-wiki == Why Play Cygnar First Army == Cygnar First Army is a theme list of the [[Cygnar Legacy]] Cygnar's First army is your trench-digging tough soldiers that get down and get dirty. The esthetic lends itself to the classic arms and the playstyle ranges from heavy shooting and stubborn defence - providing plenty of options for repair and increased survivability when almost all the infantry options are tough. == Warcasters == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === [[Colonel Markus "Seige" Brisbane]] === === [[Lieutenant Allister Caine]] === == Warjacks == *'''Light Warjacks''' **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] * '''Heavies''' **[[Centurion]] **[[Cyclone]] **[[Defender]] **[[Hammersmith]] **[[Ironclad]] **[[Triumph]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] * '''Structures''' **[[Trencher Blockhouse]] * '''Solos''' **[[Major Harrison Gibbs]] **[[Squire]] **[[Captain Jonas Murdoch]] **[[Captain Maxwell Finn]] **[[Commander Anson Hitch]] **[[Patrol Dog]] **[[Trench Buster]] **[[Trencher Master Gunner]] **[[Trencher Sniper]] **[[Trencher Warcaster Lieutenant]] * '''Units''' **[[Rangers]] **[[Trencher Cannon Crew]] **[[Trencher Combat Engineers]] **[[Trencher Commando Scattergunners]] **[[Trencher Commandos]] **[[Trencher Express Team]] **[[Trencher Infantry]] **[[Trencher Rifle Grenadiers]] **[[Trencher Long Gunners]] *'''Command Attachments''' **[[Captain Karli]] **[[Trencher Commando Officer]] **[[Trencher Infantry Officer]] **[[Trencher Long Gunner Officer]] 29871e089310dd8d7a211d73de9fa16416dbf9f2 418 412 2024-07-08T21:41:13Z Jlav 18 wikitext text/x-wiki == Why Play Cygnar First Army == Cygnar First Army is a theme list of the [[Cygnar Legacy]] Cygnar's First army is your trench-digging tough soldiers that get down and get dirty. The esthetic lends itself to the classic arms and the playstyle ranges from heavy shooting and stubborn defence - providing plenty of options for repair and increased survivability when almost all the infantry options are tough. == Warcasters == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === [[Colonel Markus "Seige" Brisbane]] === === [[Lieutenant Allister Caine]] === == Warjacks == *'''Light Warjacks''' **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] * '''Heavies''' **[[Centurion]] **[[Cyclone]] **[[Defender]] **[[Hammersmith]] **[[Ironclad]] **[[Triumph]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] * '''Structures''' **[[Trencher Blockhouse]] * '''Solos''' **[[Major Harrison Gibbs]] **[[Squire]] **[[Captain Jonas Murdoch]] **[[Captain Maxwell Finn]] **[[Commander Anson Hitch]] **[[Patrol Dog]] **[[Trench Buster]] **[[Trencher Master Gunner]] **[[Trencher Sniper]] **[[Trencher Warcaster Lieutenant]] * '''Units''' **[[Rangers]] **[[Trencher Cannon Crew]] **[[Trencher Chain Gun Crew]] **[[Trencher Combat Engineers]] **[[Trencher Commando Scattergunners]] **[[Trencher Commandos]] **[[Trencher Express Team]] **[[Trencher Infantry]] **[[Trencher Rifle Grenadiers]] **[[Trencher Long Gunners]] *'''Command Attachments''' **[[Captain Karli]] **[[Trencher Commando Officer]] **[[Trencher Infantry Officer]] **[[Trencher Long Gunner Officer]] 9761fabadebdf1325c94839656674b6365366f4c Cygnar Storm Knights 0 109 413 395 2024-07-08T11:46:35Z Jlav 18 wikitext text/x-wiki == Why Play Cygnar Storm Knights == Cygnar Storm Knights is a theme list of the [[Cygnar Legacy]] Cygnar's Storm Knights has a mixture of options for aggressive and attrition play. With only 2 light warjacks available, it is here that you'll find the legacy elite powerhouses with the electrical theme. == Warcasters == === [[Captain Allison Jakes]] === === [[General Adept Nemo]] === === [[Lord General Coleman Stryker]] === === [[Major Beth Maddox]] === == Warjacks == *'''Light Warjacks''' **[[Firefly]] **[[Lancer]] * '''Heavies''' **[[Centurion]] **[[Dynamo]] **[[Avenger]] **[[Brickhouse]] **[[Ol' Rowdy]] **[[Reliant]] **[[Stormclad]] **[[Thunderhead]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] * '''Battle Engines''' **[[Storm Strider]] * '''Structures''' **[[Trencher Blockhouse]] * '''Solos''' **[[Captain Arlan Strangewayes]] **[[Squire]] **[[Lieutenant Allison Jakes]] **[[Lieutenant Gwen Keller]] **[[Major Katherine Laddermore]] **[[Savio Montero Acosta]] **[[Sir Dreyfus the Storm Knight]] **[[Stormblade Captain]] **[[Stormsmith Stormcaller]] * '''Units''' **[[Field Mechaniks]] **[[Silver Line Stormguard]] **[[Storm Lances]] **[[Stormblade Infantry]] **[[Stormguard Infantry]] **[[Stormsmith Grenadiers]] **[[Stormsmith Storm Tower]] *'''Command Attachments''' **[[Stormblade Infantry Officer & Standard]] *'''Weapon Attachments''' **[[Stormblade Infantry Storm Gunner]] 45720440bc6f8162f3baf166ba97056c80da3378 Cryx Necrofactorium 0 38 414 183 2024-07-08T18:16:43Z Lambstar 13 /* Discerptor Eviscerus */ wikitext text/x-wiki == Why Play Cryx Necrofactorium == The unquiet dead rise from beneath. Their only goal: To consume all life in Iron Kingdoms on behalf of Toruk the Dragonfather. After a decade of dormancy following the Infernal incursion, Cryx returns to war with its hordes of shambling thralls, elusive wraiths, and all-new Bonejacks and Helljacks to sow the seeds of Toruk's conquest on the mainland. Where Cryx is involved, death is contagious. The Necrofactorium is a melee focused army based heavily in swarms of light troops, fast warjacks and wraiths, and dark magic. Hordes of thralls are the backbone of the force, advancing tirelessly and returning almost as quickly as they're dispatched. The Wraith models compliment the slower thralls as specialty roles and the Raptor and Malefactor warjacks can serve a number of battlefield roles. This is all supported by their powerful and flexible warcasters, any one of them is capable of assassinating an opponent's caster without warning. Play Necrofactorium if: -You want a melee based troop swarm army. -You like to play for the assassination. -You enjoy seeing buff or debuff numbers swing. == Which Caster is for me? == === [[Discerptor Eviscerus]] === Eviscerus is the Necrofactorium's warjack caster, able to augment the speed and power of his warjacks considerably while also giving them several defensive advantages. His arcane stats are also fairly high, making him a solid spellcaster. His defensive stats and personal combat contribution are both low, however, making him more suitable for directing his battlegroup from a distance. Play Eviscerus if you want to use a lot of warjacks and like high speed and power stats. Stats and abilities: Eviscerus has a fairly weak base defensive statline of 14/16. He is also on a medium base, which makes him more vulnerable to Volume Fire attacks and drawing line of sight to him through mechanithralls compared to Nekane or Sepsira. It's best to keep him in a safe place. His MAT 6 POW 12 attacks also aren't anything to write home about. Erosion can sometimes strike hard against enemy warjacks, but something is probably wrong if he is committing to personal combat. Eviscerus' signature abilities are Chop Shop and Field Marshal: Retaliatory Strike. Chop Shop allows his battlegroup to heal themselves at the expense of enemy constructs. Often, this will be warjacks, but keep an eye out for construct troops like Immortals or Convergence units that can provide a healing buffet. Retaliatory Strike allows each of your warjacks to strike back once per turn when hit by an enemy attacker. This still take melee range into account, so this rule is most effective using warjacks with longer reach weapons like the Fell Axe and the Helldriver. Retaliatory Strike should be used early, as taking too much damage before using it risks losing a critical weapon system for use in attacking. Both of these abilities benefit from more resilient warjacks, so the Spiked Shield or Hades are often useful choices for getting the most out of them. Spells: Eviscerus has a spell rack of 2 and his signature spells of Deceleration, Redline and Carrion Feast. Deceleration helps his whole army, but is most impactful on his warjacks that already have relatively high ARM. Redline gives his warjacks +2 SPD and melee damage, which is a significant boost. The free charges will mostly be redundant given the Aggressive rule on the heavy warjacks, but it's still a strong buff and the self-damage component is often negligible or can be healed via Chop Shop. Carrion Feast is a low POW ARM debuff with a small AOE (as it creates the cloud) and is better for augmenting melee attacks than ranged attacks as concealment will still apply for shooting a target. Eviscerus is most likely considering Calamity, Death Ward, Scything Touch and Ghost Walk as rack options. Ghost Walk in particular can be useful as his Malefactors do not normally ignore terrain. Death Ward and Scything Touch are both inexpensive upkeep buffs that minimally impact his focus pool. Calamity should be considered if you're considering more of a shooting build. It's worth noting that the combination of Carrion Feast, Calamity, Dark Shroud and Redline can amount to an 8 point damage swing on a single target. Feat: Boneyard allows Eviscerus' battlegroup to Dig In, gain an extra focus when they start dug in from Boneyard, and gain +2 SPD if they advance. Bear in mind this feat does not have a duration beyond when Dig In is lost, so a model affected by it could theoretically benefit from the +1 Focus and Cover for the rest of the game if they don't move or get engaged. This is a highly flexible feat, but takes practice to determine when the best times to use it are. Bear in mind that Dig In goes away once a model is engaged, so allowing an enemy model to run into you could obliterate many benefits of the feat. There are some games where the feat will functionally be a +2 SPD feat for your battlegroup, but other games could result in the Dig In being helpful for safely advancing up the board while threatening a long countercharge. Eviscerus gets use out of this as well, so his positioning is important in order to realize the benefits of multiple extra focus over the course of the game as well as a safe Dig In position augmenting his poor base defensive stats. === [[Master Necrosurgeon Sepsira]] === === [[Wraithbinder Nekane]] === {{Cryx Necrofactorium Footer}} b2b06deac55bf392845debee484bb9073a209470 415 414 2024-07-08T19:55:33Z Lambstar 13 /* Wraithbinder Nekane */ wikitext text/x-wiki == Why Play Cryx Necrofactorium == The unquiet dead rise from beneath. Their only goal: To consume all life in Iron Kingdoms on behalf of Toruk the Dragonfather. After a decade of dormancy following the Infernal incursion, Cryx returns to war with its hordes of shambling thralls, elusive wraiths, and all-new Bonejacks and Helljacks to sow the seeds of Toruk's conquest on the mainland. Where Cryx is involved, death is contagious. The Necrofactorium is a melee focused army based heavily in swarms of light troops, fast warjacks and wraiths, and dark magic. Hordes of thralls are the backbone of the force, advancing tirelessly and returning almost as quickly as they're dispatched. The Wraith models compliment the slower thralls as specialty roles and the Raptor and Malefactor warjacks can serve a number of battlefield roles. This is all supported by their powerful and flexible warcasters, any one of them is capable of assassinating an opponent's caster without warning. Play Necrofactorium if: -You want a melee based troop swarm army. -You like to play for the assassination. -You enjoy seeing buff or debuff numbers swing. == Which Caster is for me? == === [[Discerptor Eviscerus]] === Eviscerus is the Necrofactorium's warjack caster, able to augment the speed and power of his warjacks considerably while also giving them several defensive advantages. His arcane stats are also fairly high, making him a solid spellcaster. His defensive stats and personal combat contribution are both low, however, making him more suitable for directing his battlegroup from a distance. Play Eviscerus if you want to use a lot of warjacks and like high speed and power stats. Stats and abilities: Eviscerus has a fairly weak base defensive statline of 14/16. He is also on a medium base, which makes him more vulnerable to Volume Fire attacks and drawing line of sight to him through mechanithralls compared to Nekane or Sepsira. It's best to keep him in a safe place. His MAT 6 POW 12 attacks also aren't anything to write home about. Erosion can sometimes strike hard against enemy warjacks, but something is probably wrong if he is committing to personal combat. Eviscerus' signature abilities are Chop Shop and Field Marshal: Retaliatory Strike. Chop Shop allows his battlegroup to heal themselves at the expense of enemy constructs. Often, this will be warjacks, but keep an eye out for construct troops like Immortals or Convergence units that can provide a healing buffet. Retaliatory Strike allows each of your warjacks to strike back once per turn when hit by an enemy attacker. This still take melee range into account, so this rule is most effective using warjacks with longer reach weapons like the Fell Axe and the Helldriver. Retaliatory Strike should be used early, as taking too much damage before using it risks losing a critical weapon system for use in attacking. Both of these abilities benefit from more resilient warjacks, so the Spiked Shield or Hades are often useful choices for getting the most out of them. Spells: Eviscerus has a spell rack of 2 and his signature spells of Deceleration, Redline and Carrion Feast. Deceleration helps his whole army, but is most impactful on his warjacks that already have relatively high ARM. Redline gives his warjacks +2 SPD and melee damage, which is a significant boost. The free charges will mostly be redundant given the Aggressive rule on the heavy warjacks, but it's still a strong buff and the self-damage component is often negligible or can be healed via Chop Shop. Carrion Feast is a low POW ARM debuff with a small AOE (as it creates the cloud) and is better for augmenting melee attacks than ranged attacks as concealment will still apply for shooting a target. Eviscerus is most likely considering Calamity, Death Ward, Scything Touch and Ghost Walk as rack options. Ghost Walk in particular can be useful as his Malefactors do not normally ignore terrain. Death Ward and Scything Touch are both inexpensive upkeep buffs that minimally impact his focus pool. Calamity should be considered if you're considering more of a shooting build. It's worth noting that the combination of Carrion Feast, Calamity, Dark Shroud and Redline can amount to an 8 point damage swing on a single target. Feat: Boneyard allows Eviscerus' battlegroup to Dig In, gain an extra focus when they start dug in from Boneyard, and gain +2 SPD if they advance. Bear in mind this feat does not have a duration beyond when Dig In is lost, so a model affected by it could theoretically benefit from the +1 Focus and Cover for the rest of the game if they don't move or get engaged. This is a highly flexible feat, but takes practice to determine when the best times to use it are. Bear in mind that Dig In goes away once a model is engaged, so allowing an enemy model to run into you could obliterate many benefits of the feat. There are some games where the feat will functionally be a +2 SPD feat for your battlegroup, but other games could result in the Dig In being helpful for safely advancing up the board while threatening a long countercharge. Eviscerus gets use out of this as well, so his positioning is important in order to realize the benefits of multiple extra focus over the course of the game as well as a safe Dig In position augmenting his poor base defensive stats. === [[Master Necrosurgeon Sepsira]] === === [[Wraithbinder Nekane]] === Wraithbinder Nekane is the Necrofactorium's fast assassin caster, blending an eclectic mix of mobility and threat range based ability, defensive abilities, and personal power. Her play pattern involves dipping in and out of combat to snipe enemies or disrupt the positioning of larger targets while applying debuffs or securely buffing her army. She also has a very powerful all-in assassination threat that can restrict many opponent plays or eliminate careless ones. Play Nekane if you're interested in mobility, high-risk high-reward casters, or want a live assassination threat. Stats and Abilities: Nekane has fairly middling stats at 16/15 defenses, fairly low power attacks, and magic stats of 6, though she does have Dodge to improve her odds of survival. Her standout stats are SPD 7 and RAT 7. She also has 16 life, which is relevant for several of her abilities. As the only living model in the Necrofactorium, Necrosurgeons cannot heal her, so her life is a resource that needs to be managed effectively. Her melee weapon, though fairly weak, does turn her Incorporeal if it kills something which can be important for her defenses. Her Rune Thrower shoots 2-4 Blessed POW 10 shots each turn. It can be nice for killing light troops or wounding medium troops, but the real use for it is Banish, which can move the target 1" for every hit. Whether pulling your target into melee threat ranges or pushing them out of enemy control areas, there are a lot of applications for this. Just remember that Banish does not work on enemy casters. Her remaining abilities are Grappling Hook, Vital Magic and Wraithbinder. Grappling Hook allows her to teleport 5" at the end of her turn at the cost of 1 focus, enabling her to play hit and run games with her Rune Thrower while staying safe. Vital Magic prevents her upkeep spells from being removed at the cost of d3 life to prevent the effect, which can be key with her signature or several of her rack spells. Finally, Wraithbinder provides a passive +3 ARM to all Incorporeal models near her. This includes herself if she triggers Blood Shadow. Just recall that models that make melee and ranged attacks lose Incorporeal for a round and thus lose that bonus, but it's very helpful to help protect your ghosts as they advance up the field. Spells: Nekane's signature spells are Banishing Ward and Mirage along with 3 spell rack slots. Banishing Ward is a situationally useful anti-spell upkeep that works particularly well on Incorporeal models. Mirage is a flexible threat extension upkeep, though it will not stack with Apparition on the Machine Wraith Dominators. Both are spells that have consequences if dispelled prematurely, so Vital Magic is important for securing them and making sure they are fully effective. Nekane has many options for her viable rack spells and which you choose depends on how you want to play her. Taking a number of upkeep spells can be effective as she can prevent them from being dispelled. Choosing Calamity and Hellfire (as well as potentially Blood Rain) gives her an extremely powerful assassination option. Feat: Wrath of Lyliss allows Nekane to spend her life to cast a spell for free (once per spell) or boost any of her attack and damage rolls. Theoretically, spending 15 life to cast 5 spells (her 2 signatures and 3 3-cost rack spells) and perform a total of 10 boosts allows you to get the equivalent of 23 extra focus points of benefit from full life. Taking Calamity and Hellfire allows you the option to go for a boosted Calamity and 3 fully boosted Hellfires (1 cast with feat, 2 with her focus) before she begins making gunshots that would also be fully boosted. This is obviously a powerful assassination threat that will keep opponents wary while it is in reserve, but can also be used for end-game scenario clearing or surgical strikes on key models, or simply to refresh her spells and operate more efficiently on a given turn. It's also important that she be in a safe place if she doesn't end the game with her feat, as she will be very vulnerable afterwards. Also keep in mind that Vital Magic and enemy damage or effects like Backlash will reduce the total potential of her feat, so watch out for those effects and use Vital Magic wisely. {{Cryx Necrofactorium Footer}} 1839878c196f5d18fefa88c80b872f1868ba12da 416 415 2024-07-08T19:56:11Z Lambstar 13 /* Discerptor Eviscerus */ wikitext text/x-wiki == Why Play Cryx Necrofactorium == The unquiet dead rise from beneath. Their only goal: To consume all life in Iron Kingdoms on behalf of Toruk the Dragonfather. After a decade of dormancy following the Infernal incursion, Cryx returns to war with its hordes of shambling thralls, elusive wraiths, and all-new Bonejacks and Helljacks to sow the seeds of Toruk's conquest on the mainland. Where Cryx is involved, death is contagious. The Necrofactorium is a melee focused army based heavily in swarms of light troops, fast warjacks and wraiths, and dark magic. Hordes of thralls are the backbone of the force, advancing tirelessly and returning almost as quickly as they're dispatched. The Wraith models compliment the slower thralls as specialty roles and the Raptor and Malefactor warjacks can serve a number of battlefield roles. This is all supported by their powerful and flexible warcasters, any one of them is capable of assassinating an opponent's caster without warning. Play Necrofactorium if: -You want a melee based troop swarm army. -You like to play for the assassination. -You enjoy seeing buff or debuff numbers swing. == Which Caster is for me? == === [[Discerptor Eviscerus]] === Eviscerus is the Necrofactorium's warjack caster, able to augment the speed and power of his warjacks considerably while also giving them several defensive advantages. His arcane stats are also fairly high, making him a solid spellcaster. His defensive stats and personal combat contribution are both low, however, making him more suitable for directing his battlegroup from a distance. Play Eviscerus if you want to use a lot of warjacks and like high speed and power stats. '''Stats and Abilities:''' Eviscerus has a fairly weak base defensive statline of 14/16. He is also on a medium base, which makes him more vulnerable to Volume Fire attacks and drawing line of sight to him through mechanithralls compared to Nekane or Sepsira. It's best to keep him in a safe place. His MAT 6 POW 12 attacks also aren't anything to write home about. Erosion can sometimes strike hard against enemy warjacks, but something is probably wrong if he is committing to personal combat. Eviscerus' signature abilities are Chop Shop and Field Marshal: Retaliatory Strike. Chop Shop allows his battlegroup to heal themselves at the expense of enemy constructs. Often, this will be warjacks, but keep an eye out for construct troops like Immortals or Convergence units that can provide a healing buffet. Retaliatory Strike allows each of your warjacks to strike back once per turn when hit by an enemy attacker. This still take melee range into account, so this rule is most effective using warjacks with longer reach weapons like the Fell Axe and the Helldriver. Retaliatory Strike should be used early, as taking too much damage before using it risks losing a critical weapon system for use in attacking. Both of these abilities benefit from more resilient warjacks, so the Spiked Shield or Hades are often useful choices for getting the most out of them. '''Spells:''' Eviscerus has a spell rack of 2 and his signature spells of Deceleration, Redline and Carrion Feast. Deceleration helps his whole army, but is most impactful on his warjacks that already have relatively high ARM. Redline gives his warjacks +2 SPD and melee damage, which is a significant boost. The free charges will mostly be redundant given the Aggressive rule on the heavy warjacks, but it's still a strong buff and the self-damage component is often negligible or can be healed via Chop Shop. Carrion Feast is a low POW ARM debuff with a small AOE (as it creates the cloud) and is better for augmenting melee attacks than ranged attacks as concealment will still apply for shooting a target. Eviscerus is most likely considering Calamity, Death Ward, Scything Touch and Ghost Walk as rack options. Ghost Walk in particular can be useful as his Malefactors do not normally ignore terrain. Death Ward and Scything Touch are both inexpensive upkeep buffs that minimally impact his focus pool. Calamity should be considered if you're considering more of a shooting build. It's worth noting that the combination of Carrion Feast, Calamity, Dark Shroud and Redline can amount to an 8 point damage swing on a single target. '''Feat:''' Boneyard allows Eviscerus' battlegroup to Dig In, gain an extra focus when they start dug in from Boneyard, and gain +2 SPD if they advance. Bear in mind this feat does not have a duration beyond when Dig In is lost, so a model affected by it could theoretically benefit from the +1 Focus and Cover for the rest of the game if they don't move or get engaged. This is a highly flexible feat, but takes practice to determine when the best times to use it are. Bear in mind that Dig In goes away once a model is engaged, so allowing an enemy model to run into you could obliterate many benefits of the feat. There are some games where the feat will functionally be a +2 SPD feat for your battlegroup, but other games could result in the Dig In being helpful for safely advancing up the board while threatening a long countercharge. Eviscerus gets use out of this as well, so his positioning is important in order to realize the benefits of multiple extra focus over the course of the game as well as a safe Dig In position augmenting his poor base defensive stats. === [[Master Necrosurgeon Sepsira]] === === [[Wraithbinder Nekane]] === Wraithbinder Nekane is the Necrofactorium's fast assassin caster, blending an eclectic mix of mobility and threat range based ability, defensive abilities, and personal power. Her play pattern involves dipping in and out of combat to snipe enemies or disrupt the positioning of larger targets while applying debuffs or securely buffing her army. She also has a very powerful all-in assassination threat that can restrict many opponent plays or eliminate careless ones. Play Nekane if you're interested in mobility, high-risk high-reward casters, or want a live assassination threat. Stats and Abilities: Nekane has fairly middling stats at 16/15 defenses, fairly low power attacks, and magic stats of 6, though she does have Dodge to improve her odds of survival. Her standout stats are SPD 7 and RAT 7. She also has 16 life, which is relevant for several of her abilities. As the only living model in the Necrofactorium, Necrosurgeons cannot heal her, so her life is a resource that needs to be managed effectively. Her melee weapon, though fairly weak, does turn her Incorporeal if it kills something which can be important for her defenses. Her Rune Thrower shoots 2-4 Blessed POW 10 shots each turn. It can be nice for killing light troops or wounding medium troops, but the real use for it is Banish, which can move the target 1" for every hit. Whether pulling your target into melee threat ranges or pushing them out of enemy control areas, there are a lot of applications for this. Just remember that Banish does not work on enemy casters. Her remaining abilities are Grappling Hook, Vital Magic and Wraithbinder. Grappling Hook allows her to teleport 5" at the end of her turn at the cost of 1 focus, enabling her to play hit and run games with her Rune Thrower while staying safe. Vital Magic prevents her upkeep spells from being removed at the cost of d3 life to prevent the effect, which can be key with her signature or several of her rack spells. Finally, Wraithbinder provides a passive +3 ARM to all Incorporeal models near her. This includes herself if she triggers Blood Shadow. Just recall that models that make melee and ranged attacks lose Incorporeal for a round and thus lose that bonus, but it's very helpful to help protect your ghosts as they advance up the field. Spells: Nekane's signature spells are Banishing Ward and Mirage along with 3 spell rack slots. Banishing Ward is a situationally useful anti-spell upkeep that works particularly well on Incorporeal models. Mirage is a flexible threat extension upkeep, though it will not stack with Apparition on the Machine Wraith Dominators. Both are spells that have consequences if dispelled prematurely, so Vital Magic is important for securing them and making sure they are fully effective. Nekane has many options for her viable rack spells and which you choose depends on how you want to play her. Taking a number of upkeep spells can be effective as she can prevent them from being dispelled. Choosing Calamity and Hellfire (as well as potentially Blood Rain) gives her an extremely powerful assassination option. Feat: Wrath of Lyliss allows Nekane to spend her life to cast a spell for free (once per spell) or boost any of her attack and damage rolls. Theoretically, spending 15 life to cast 5 spells (her 2 signatures and 3 3-cost rack spells) and perform a total of 10 boosts allows you to get the equivalent of 23 extra focus points of benefit from full life. Taking Calamity and Hellfire allows you the option to go for a boosted Calamity and 3 fully boosted Hellfires (1 cast with feat, 2 with her focus) before she begins making gunshots that would also be fully boosted. This is obviously a powerful assassination threat that will keep opponents wary while it is in reserve, but can also be used for end-game scenario clearing or surgical strikes on key models, or simply to refresh her spells and operate more efficiently on a given turn. It's also important that she be in a safe place if she doesn't end the game with her feat, as she will be very vulnerable afterwards. Also keep in mind that Vital Magic and enemy damage or effects like Backlash will reduce the total potential of her feat, so watch out for those effects and use Vital Magic wisely. {{Cryx Necrofactorium Footer}} faaacebba12bb29b2006aac83da01e63cfbf90d6 417 416 2024-07-08T19:56:32Z Lambstar 13 /* Wraithbinder Nekane */ wikitext text/x-wiki == Why Play Cryx Necrofactorium == The unquiet dead rise from beneath. Their only goal: To consume all life in Iron Kingdoms on behalf of Toruk the Dragonfather. After a decade of dormancy following the Infernal incursion, Cryx returns to war with its hordes of shambling thralls, elusive wraiths, and all-new Bonejacks and Helljacks to sow the seeds of Toruk's conquest on the mainland. Where Cryx is involved, death is contagious. The Necrofactorium is a melee focused army based heavily in swarms of light troops, fast warjacks and wraiths, and dark magic. Hordes of thralls are the backbone of the force, advancing tirelessly and returning almost as quickly as they're dispatched. The Wraith models compliment the slower thralls as specialty roles and the Raptor and Malefactor warjacks can serve a number of battlefield roles. This is all supported by their powerful and flexible warcasters, any one of them is capable of assassinating an opponent's caster without warning. Play Necrofactorium if: -You want a melee based troop swarm army. -You like to play for the assassination. -You enjoy seeing buff or debuff numbers swing. == Which Caster is for me? == === [[Discerptor Eviscerus]] === Eviscerus is the Necrofactorium's warjack caster, able to augment the speed and power of his warjacks considerably while also giving them several defensive advantages. His arcane stats are also fairly high, making him a solid spellcaster. His defensive stats and personal combat contribution are both low, however, making him more suitable for directing his battlegroup from a distance. Play Eviscerus if you want to use a lot of warjacks and like high speed and power stats. '''Stats and Abilities:''' Eviscerus has a fairly weak base defensive statline of 14/16. He is also on a medium base, which makes him more vulnerable to Volume Fire attacks and drawing line of sight to him through mechanithralls compared to Nekane or Sepsira. It's best to keep him in a safe place. His MAT 6 POW 12 attacks also aren't anything to write home about. Erosion can sometimes strike hard against enemy warjacks, but something is probably wrong if he is committing to personal combat. Eviscerus' signature abilities are Chop Shop and Field Marshal: Retaliatory Strike. Chop Shop allows his battlegroup to heal themselves at the expense of enemy constructs. Often, this will be warjacks, but keep an eye out for construct troops like Immortals or Convergence units that can provide a healing buffet. Retaliatory Strike allows each of your warjacks to strike back once per turn when hit by an enemy attacker. This still take melee range into account, so this rule is most effective using warjacks with longer reach weapons like the Fell Axe and the Helldriver. Retaliatory Strike should be used early, as taking too much damage before using it risks losing a critical weapon system for use in attacking. Both of these abilities benefit from more resilient warjacks, so the Spiked Shield or Hades are often useful choices for getting the most out of them. '''Spells:''' Eviscerus has a spell rack of 2 and his signature spells of Deceleration, Redline and Carrion Feast. Deceleration helps his whole army, but is most impactful on his warjacks that already have relatively high ARM. Redline gives his warjacks +2 SPD and melee damage, which is a significant boost. The free charges will mostly be redundant given the Aggressive rule on the heavy warjacks, but it's still a strong buff and the self-damage component is often negligible or can be healed via Chop Shop. Carrion Feast is a low POW ARM debuff with a small AOE (as it creates the cloud) and is better for augmenting melee attacks than ranged attacks as concealment will still apply for shooting a target. Eviscerus is most likely considering Calamity, Death Ward, Scything Touch and Ghost Walk as rack options. Ghost Walk in particular can be useful as his Malefactors do not normally ignore terrain. Death Ward and Scything Touch are both inexpensive upkeep buffs that minimally impact his focus pool. Calamity should be considered if you're considering more of a shooting build. It's worth noting that the combination of Carrion Feast, Calamity, Dark Shroud and Redline can amount to an 8 point damage swing on a single target. '''Feat:''' Boneyard allows Eviscerus' battlegroup to Dig In, gain an extra focus when they start dug in from Boneyard, and gain +2 SPD if they advance. Bear in mind this feat does not have a duration beyond when Dig In is lost, so a model affected by it could theoretically benefit from the +1 Focus and Cover for the rest of the game if they don't move or get engaged. This is a highly flexible feat, but takes practice to determine when the best times to use it are. Bear in mind that Dig In goes away once a model is engaged, so allowing an enemy model to run into you could obliterate many benefits of the feat. There are some games where the feat will functionally be a +2 SPD feat for your battlegroup, but other games could result in the Dig In being helpful for safely advancing up the board while threatening a long countercharge. Eviscerus gets use out of this as well, so his positioning is important in order to realize the benefits of multiple extra focus over the course of the game as well as a safe Dig In position augmenting his poor base defensive stats. === [[Master Necrosurgeon Sepsira]] === === [[Wraithbinder Nekane]] === Wraithbinder Nekane is the Necrofactorium's fast assassin caster, blending an eclectic mix of mobility and threat range based ability, defensive abilities, and personal power. Her play pattern involves dipping in and out of combat to snipe enemies or disrupt the positioning of larger targets while applying debuffs or securely buffing her army. She also has a very powerful all-in assassination threat that can restrict many opponent plays or eliminate careless ones. Play Nekane if you're interested in mobility, high-risk high-reward casters, or want a live assassination threat. '''Stats and Abilities:''' Nekane has fairly middling stats at 16/15 defenses, fairly low power attacks, and magic stats of 6, though she does have Dodge to improve her odds of survival. Her standout stats are SPD 7 and RAT 7. She also has 16 life, which is relevant for several of her abilities. As the only living model in the Necrofactorium, Necrosurgeons cannot heal her, so her life is a resource that needs to be managed effectively. Her melee weapon, though fairly weak, does turn her Incorporeal if it kills something which can be important for her defenses. Her Rune Thrower shoots 2-4 Blessed POW 10 shots each turn. It can be nice for killing light troops or wounding medium troops, but the real use for it is Banish, which can move the target 1" for every hit. Whether pulling your target into melee threat ranges or pushing them out of enemy control areas, there are a lot of applications for this. Just remember that Banish does not work on enemy casters. Her remaining abilities are Grappling Hook, Vital Magic and Wraithbinder. Grappling Hook allows her to teleport 5" at the end of her turn at the cost of 1 focus, enabling her to play hit and run games with her Rune Thrower while staying safe. Vital Magic prevents her upkeep spells from being removed at the cost of d3 life to prevent the effect, which can be key with her signature or several of her rack spells. Finally, Wraithbinder provides a passive +3 ARM to all Incorporeal models near her. This includes herself if she triggers Blood Shadow. Just recall that models that make melee and ranged attacks lose Incorporeal for a round and thus lose that bonus, but it's very helpful to help protect your ghosts as they advance up the field. '''Spells:''' Nekane's signature spells are Banishing Ward and Mirage along with 3 spell rack slots. Banishing Ward is a situationally useful anti-spell upkeep that works particularly well on Incorporeal models. Mirage is a flexible threat extension upkeep, though it will not stack with Apparition on the Machine Wraith Dominators. Both are spells that have consequences if dispelled prematurely, so Vital Magic is important for securing them and making sure they are fully effective. Nekane has many options for her viable rack spells and which you choose depends on how you want to play her. Taking a number of upkeep spells can be effective as she can prevent them from being dispelled. Choosing Calamity and Hellfire (as well as potentially Blood Rain) gives her an extremely powerful assassination option. '''Feat:''' Wrath of Lyliss allows Nekane to spend her life to cast a spell for free (once per spell) or boost any of her attack and damage rolls. Theoretically, spending 15 life to cast 5 spells (her 2 signatures and 3 3-cost rack spells) and perform a total of 10 boosts allows you to get the equivalent of 23 extra focus points of benefit from full life. Taking Calamity and Hellfire allows you the option to go for a boosted Calamity and 3 fully boosted Hellfires (1 cast with feat, 2 with her focus) before she begins making gunshots that would also be fully boosted. This is obviously a powerful assassination threat that will keep opponents wary while it is in reserve, but can also be used for end-game scenario clearing or surgical strikes on key models, or simply to refresh her spells and operate more efficiently on a given turn. It's also important that she be in a safe place if she doesn't end the game with her feat, as she will be very vulnerable afterwards. Also keep in mind that Vital Magic and enemy damage or effects like Backlash will reduce the total potential of her feat, so watch out for those effects and use Vital Magic wisely. {{Cryx Necrofactorium Footer}} 20ffdba1ba8be5ee5c8fad711d2001995df1f3dd Template:Sample Spell 10 114 420 2024-07-08T22:02:42Z Jlav 18 Created page with "{| class="wikitable" |+ Caption |-|Name of Spell|AAT|Cost|RNG|AOE|POW|DUR|OFF|-|Electrical Blast|Description of the spell effects|7|3|8|2|13/7|-|Yes|}" wikitext text/x-wiki {| class="wikitable" |+ Caption |-|Name of Spell|AAT|Cost|RNG|AOE|POW|DUR|OFF|-|Electrical Blast|Description of the spell effects|7|3|8|2|13/7|-|Yes|} c85486215d25b0c5dd5f1ce2139d10e37cddc955 422 420 2024-07-08T22:04:30Z Jlav 18 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Avenging Force</big> ''' || 2 || Self || Ctrl || - || Up || No |- |colspan=7 style="text-align: left;"| If one of more friendly Faction warrior models were damaged by enemy attacks while in the spellcaster's control range during your opponent's last turn, during your maintenance phase one model in the spellcaster's battlegroup in its control range can advance 3" and make one basic attack. |} 8c99d5ac93031b53a5d5f5df0cc7d962ae722d18 Warcaster Blank Template 0 53 421 123 2024-07-08T22:02:54Z Jlav 18 /* Spells */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Name === === Spells === <!--Try to set templates for the spells, list them out--> Choose 3 rack spells {{Sample Spell}} {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 52323d6f893a437e484c72c1c07aaa9613bb939a 423 421 2024-07-08T22:06:09Z Jlav 18 /* Spells */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Name === === Spells === <!--Try to set templates for the spells, list them out--> Insert the Base Spell List via Templates like this: {{Sample Spell}} Players may choose 3 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 31b525cd1a1984aa966af448430fdb97ca033af5 File:Cygnar Banner.webp 6 115 424 2024-07-08T22:09:34Z Jlav 18 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Prisoner 102822 0 72 426 252 2024-07-08T22:51:45Z Gedditoffme 2 /* Prisoner102822 */ wikitext text/x-wiki = Prisoner102822 = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Winter Korps]] [[House Kallyss]] [[Solo]]'''</span> [[File:Prisoner-102822-painted-for-pp-v0-x5vdfgv5zzfa1.webp|thumb|right]] ''Now known only by her designation as a convict since all record of her existence was lost during the recent troubles, 102822 was sentenced to serve the Khadoran Empire as a Doom Reaver for her transgressions committed while serving within the Winter Guard. Over time, 102822 began to manifest a rare degree of control over the fellblade that she bore, enabling her to slip from the arcane control her Greylord masters held over her. As a result, 102822 was able to flee from the front lines in Llael, where she was bound to die at the vanguard of some fruitless assault. Slipping over the border into Ios, she was captured by agents of the Retribution, who had use for the living weapon 102822 had become. With the return of the Orgoth, she has been unleashed once more on the lands of Khador, where she has been abandoned to hunt the ancient enemy, sowing death and chaos wherever she wanders.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Prisoner 102822''' || 6 || - || 8 || - || 14 || 16 || 8 |} ===Abilities:=== *'''Tough''' *'''Advanced Deploy''' *'''Blood-Quenched''' - This model gains a cumulative +1 ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly towards the attacking model. *'''Killing Spree''' - When this model destroys one or more enemy models with a melee attack during its Combat Action, after that attack is resolved this model can advance up to 1" and make one additional melee attack. *'''Spell Ward''' - This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fellblade|8|2|12| *'''Magical''' *'''Weaponmaster'''}} == Role and strengths == An anti-infantry piece that can theoretically kill 'Infinite' amounts of models. * Killing Spree is uncapped, she can keep killing and killing and killing. * Killing Spree is '''optional''' unlike Berserk - you don't have to attack your own models if there are only friendlies left! * Above average MAT and solid power. * Terrifying to be on the receiving end of her. Even when dice 'averages' say she shouldn't kill your entire army you'll be hesitant to leave them in her range! * Above average durability - DEF 14 ARM 16 with 8 wounds and spell ward is a great statline that doesn't accidentally die to incidental attacks. == Downsides == * An incredibly swingy model. While her attacks can go infinite after the first miss she's done. * She's vulnerable to enemy models toughing which also stop her chain. This means she's usually a '5' point model because you need to take the Savagery card. * 4-5pts is a lot for a pure combat model with no army support. * Watch out for enemy effects that prevent the model she hit from being destroyed. Killing Spree requires her to destroy the enemy model. Take-up on banners and certain weapons in units, Self-Sacrifice on Errants, or Soulless models being turned into Wights by the void engine are three example effects that can prevent her chain from continuing. == Synergy == * [[Savagery]] command card is nearly mandatory. * [[Savaryn]]’s Kill Order ability is Winter Korps main MAT buff for her to increase her reliability. * [[Hellyth]]’s Feat both buffs Prisoner defensively as well as making her targets easier to kill * [[Krueger, Wrath of Blighterghast]]'s aura gives her +1 to hit which can help her reliability * [[Tyrus]]’s Feat threat extends Prisoner * [[Sky Raider]]’s sky ladder ability should be renamed to 'Prisoner Transport' because its nearly custom made for her. == Tricks == * [[High Alert]] Command card can be used to make Prisoner into a shield guard to proc Hyper-Aggressive. If you wait until late into the turn to use it she can safely get closer to the enemy. * Use her early in a turn because she can be swingy and hard to plan for. By using her early you find out if she's going to kill 1 model or 15. {{Winter Korps Footer}} {{House Kallyss Footer}} 52ee349e5bde016a6efa14d12b0f62913ae22f92 428 426 2024-07-08T23:04:22Z Gedditoffme 2 wikitext text/x-wiki = Prisoner102822 = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Winter Korps]] [[House Kallyss]] [[Solo]]'''</span> [[File:Prisoner-102822-painted-for-pp-v0-x5vdfgv5zzfa1.webp|thumb|right]] ''Now known only by her designation as a convict since all record of her existence was lost during the recent troubles, 102822 was sentenced to serve the Khadoran Empire as a Doom Reaver for her transgressions committed while serving within the Winter Guard. Over time, 102822 began to manifest a rare degree of control over the fellblade that she bore, enabling her to slip from the arcane control her Greylord masters held over her. As a result, 102822 was able to flee from the front lines in Llael, where she was bound to die at the vanguard of some fruitless assault. Slipping over the border into Ios, she was captured by agents of the Retribution, who had use for the living weapon 102822 had become. With the return of the Orgoth, she has been unleashed once more on the lands of Khador, where she has been abandoned to hunt the ancient enemy, sowing death and chaos wherever she wanders.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Prisoner 102822''' || 6 || - || 8 || - || 14 || 16 || 8 |} ===Abilities:=== *'''Tough''' *'''Advanced Deploy''' *'''Blood-Quenched''' - This model gains a cumulative +1 ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly towards the attacking model. *'''Killing Spree''' - When this model destroys one or more enemy models with a melee attack during its Combat Action, after that attack is resolved this model can advance up to 1" and make one additional melee attack. *'''Spell Ward''' - This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fellblade|8|2|12| *'''Magical''' *'''Weaponmaster'''}} == Role and strengths == An anti-infantry piece that can theoretically kill 'Infinite' amounts of models. * Killing Spree is uncapped, she can keep killing and killing and killing. * Killing Spree is '''optional''' unlike Berserk - you don't have to attack your own models if there are only friendlies left! * Above average MAT and solid power. * Terrifying to be on the receiving end of her. Even when dice 'averages' say she shouldn't kill your entire army you'll be hesitant to leave them in her range! * Above average durability - DEF 14 ARM 16 with 8 wounds and spell ward is a great statline that doesn't accidentally die to incidental attacks. == Downsides == * An incredibly swingy model. While her attacks can go infinite after the first miss she's done. * She's vulnerable to enemy models toughing which also stop her chain. This means she's usually a '5' point model because you need to take the Savagery card. * 4-5pts is a lot for a pure combat model with no army support. * Watch out for enemy effects that prevent the model she hit from being destroyed. Killing Spree requires her to destroy the enemy model. Take-up on banners and certain weapons in units, Self-Sacrifice on Errants, or Soulless models being turned into Wights by the void engine are three example effects that can prevent her chain from continuing. == Synergy == * [[Savagery]] command card is nearly mandatory. * [[Savaryn]]’s Kill Order ability is Winter Korps main MAT buff for her to increase her reliability. * [[Hellyth]]’s Feat both buffs Prisoner defensively as well as making her targets easier to kill * [[Krueger, Wrath of Blighterghast]]'s aura gives her +1 to hit which can help her reliability * [[Tyrus]]’s Feat threat extends Prisoner * [[Sky Raider]]’s sky ladder ability should be renamed to 'Prisoner Transport' because its nearly custom made for her. == Tricks == * [[High Alert]] Command card can be used to make Prisoner into a shield guard to proc Hyper-Aggressive. If you wait until late into the turn to use it she can safely get closer to the enemy. * Use her early in a turn because she can be swingy and hard to plan for. By using her early you find out if she's going to kill 1 model or 15. {{Winter Korps Footer}} {{Dusk House Kallyss Footer}} de8ba19fb1e3f2e1d44eb563715124a4b3d6e862 House Kallyss 0 116 427 2024-07-08T22:52:12Z Gedditoffme 2 Redirected page to [[Dusk House Kallyss]] wikitext text/x-wiki #REDIRECT [[Dusk House Kallyss]] c4738a9aff3859aa569c664cb16816aaa6649d82 File:Warmachine-Cygnar-Athena .webp 6 117 429 2024-07-08T23:32:02Z Jlav 18 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Kishtaar, The Howling Silence 0 118 430 2024-07-08T23:55:00Z Spacewizardfromhell 14 Created page with "== Kishtaar, The Howling Silence == The scion of a long line of feral hunters residing along the desolate Orgoth frontier, Kishtaar is a savage, unpredictable warrior who prefers to kill from afar. Forsaking the trackless wastes of those dark borderlands for the blood sports of the Orgoth arenas, Kishtaar made a name for herself taking on all comers, her fearsome death howls serving as her victims’ gateway to the silence of the Outer Abyss. Lacking either political amb..." wikitext text/x-wiki == Kishtaar, The Howling Silence == The scion of a long line of feral hunters residing along the desolate Orgoth frontier, Kishtaar is a savage, unpredictable warrior who prefers to kill from afar. Forsaking the trackless wastes of those dark borderlands for the blood sports of the Orgoth arenas, Kishtaar made a name for herself taking on all comers, her fearsome death howls serving as her victims’ gateway to the silence of the Outer Abyss. Lacking either political ambition or higher purpose, Kishtaar focuses on the accumulation of souls for her Fellgoeth masters, knowing that one day she will rise from the ashes of eternity like a vengeful hurricane of steel, fire, and death. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kishtaar''' || 6 || 6|| 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * ===Weapons=== {{Ranged Weapon|Death Whisperer x2|7|10|1|-|13|*'''Magical''' *'''Critical Fire''' *'''Ricochet'''- When this model directly hits an enemy model with an attack with this weapon, immediately after the attack is resolved this model can make another ranged attack with this weapon targeting another model within 4" of the model originally hit, ignoring LOS and this weapon's RNG. Attacks gained from Ricochet cannot generate additional attacks from Ricochet.}} {{Melee Weapon|Blade Strike x2|6|1|13|* '''Magical''' *'''Critical Fire'''}} === Feat: Pandemonium=== While in Kishtaar's control range, models in her battlegroup gain Reposition [3"]. Additionally, while in Kishtaar's control range models in her battlegroup gain an additional die on attack and damage rolls. Discard the lowest die in each roll. Pandemonium lasts for one turn. (at the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.) === Spells === {{Fire Group}} {{Open Fire}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == Kishtaar is a damage dealer who specializes in improving the quality of her cohort models, specifically their shooting. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 713165d83db4cde1dd6530dac24c1c8ee8ca7660 Horruskh, The Thousand Wraths 0 73 431 293 2024-07-08T23:55:12Z 2601:285:4100:21E0:21B6:A88B:BA0B:A660 0 /* Downsides: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheap tarpit on his feat turn you'll have to bring true inspiration. == Tricks: == <!-- dot point list of cool plays and combos--> * Horruskh's Fate Blessed rerolls can apply to the same roll as rerolls from the [[Reaver Commander]]'s Combat Coordination battle plan. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 85e13c1fa4da4d31fdc02926141025a50c092a43 440 431 2024-07-09T00:02:31Z 2601:285:4100:21E0:21B6:A88B:BA0B:A660 0 /* Tricks: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheap tarpit on his feat turn you'll have to bring true inspiration. == Tricks: == <!-- dot point list of cool plays and combos--> * Since Horruskh's Fate Blessed reroll is a different name as the [[Reaver Commander]]'s Combat Coordination battle plan granting a reroll, these can be stacked giving a model up to 3 tries. * Feat has a nice synergy with Rhoks where it allows them to surround a target and throw large or smaller bases into each themselves. Normally giving your Rhoks a pow 12 and knockdown would be terrible, but at arm 19 and steady you mostly risk chip dmg with only double 6s actually killing a rhok. On the charge this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus will not apply to the collateral dmg roll against your own Rhok. This also applies to silence of death as it only buffs attack damage rolls, not collateral, letting you get up to pow 16s with 4 dice and only a pow 12 2 dice against your own rhok. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} b546f6a3bf7bd98ae1d64b9e5a430e71ba9912fa Template:Melee Weapon 10 16 432 49 2024-07-08T23:55:34Z Spacewizardfromhell 14 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:8em;" | <big>'''{{{1}}}'''</big> !! style="width:5em;" | MAT !! style="width:5em;" | RNG !! style="width:5em;" | POW !! style="width:5em;" | !! style="width:5em;" | |- | rowspan=2 | [[File:Melee Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} |- |colspan=7 style="text-align: left;"| {{{5}}} |} 0ef21b7ae22fc65f16af5a1f52d21af2958831ab 436 432 2024-07-08T23:58:57Z Spacewizardfromhell 14 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:8em;" | <big>'''{{{1}}}'''</big> !! style="width:5em;" | MAT !! style="width:5em;" | RNG !! style="width:5em;" | POW !! style="width:5em;" | !! style="width:5em;" | |- | rowspan=2 | [[File:Melee Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} |- |colspan=5 style="text-align: left;"| {{{5}}} |} 3ffd62b394db58578d73400e46e6e7b8593c586b 438 436 2024-07-09T00:00:14Z Spacewizardfromhell 14 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:8em;" | <big>'''{{{1}}}'''</big> !! style="width:5em;" | MAT !! style="width:5em;" | RNG !! style="width:5em;" | POW !! style="width:5em;" | !! style="width:5em;" | |- | rowspan=2 | [[File:Melee Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} || || |- |colspan=7 style="text-align: left;"| {{{5}}} |} 2ddb0887ed47b5b2151daef595bdd134dc91f7a5 Template:Hallowed Avenger 10 119 433 2024-07-08T23:55:48Z Jlav 18 Created page with " {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | AAT !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Hallowed Avenger</big> ''' ||6||2||6||-||-|| UP || No |- |colspan=7 style="text-align: left;"| Target friendly faction cohort model gains Righteous Vengeance. If one or more Frien..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | AAT !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Hallowed Avenger</big> ''' ||6||2||6||-||-|| UP || No |- |colspan=7 style="text-align: left;"| Target friendly faction cohort model gains Righteous Vengeance. If one or more Friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of a model with Righteous Vengeance during the last round, during your maintenance phase, the model with Righteous Vengeance can advance up to 3" and make one basic attack. |} 7404558d162fd4575e670c92d236af12ee86e33b 435 433 2024-07-08T23:57:03Z Jlav 18 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | AAT !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Hallowed Avenger</big> ''' ||6||2||6||-||-|| UP || No |- |colspan=8 style="text-align: left;"| Target friendly faction cohort model gains Righteous Vengeance. If one or more Friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of a model with Righteous Vengeance during the last round, during your maintenance phase, the model with Righteous Vengeance can advance up to 3" and make one basic attack. |} 56e1675c9372dd0a769c31d81bb0b4f37ed760ce Captain Athena di Baro 0 120 434 2024-07-08T23:56:05Z Jlav 18 Created page with "=== [[Captain Athena di Baro]] === == == <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Barol]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="wi..." wikitext text/x-wiki === [[Captain Athena di Baro]] === == == <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Barol]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. '''Polarity Field''': This model cannot be targeted by a charge or slam power attack made by a construct model. ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 3 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Cygnar Storm Legion Footer}} ac4c6d096fa9438a22171343810c755cde6499e4 Template:Storm Legion Rack List 10 121 437 2024-07-09T00:00:03Z Jlav 18 Created page with "=== Storm Legion Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{Arcane Shield}} {{Chain Lightning}} {{Deflection}} {{Electrify}} {{Force Hammer}} {{Jackhammer}} {{Lightning Pulse}} {{Onslaught}} {{Snipe}} {{Tactical Supremacy}} </div> </div>" wikitext text/x-wiki === Storm Legion Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{Arcane Shield}} {{Chain Lightning}} {{Deflection}} {{Electrify}} {{Force Hammer}} {{Jackhammer}} {{Lightning Pulse}} {{Onslaught}} {{Snipe}} {{Tactical Supremacy}} </div> </div> aeb51c8477acf3e808428c67889e35575d788de3 Template:Arcane Shield 10 122 439 2024-07-09T00:01:50Z Jlav 18 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Arcane Shield</big> ''' ||2||6||-||-|| UP || No |- |colspan=8 style="text-align: left;"| Target friendly faction model/Unit gains +3 ARM |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Arcane Shield</big> ''' ||2||6||-||-|| UP || No |- |colspan=8 style="text-align: left;"| Target friendly faction model/Unit gains +3 ARM |} a40975530fa3146abc227a7b3d608e6c77a6049f Template:Chain Lightning 10 123 441 2024-07-09T00:02:37Z Jlav 18 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Chain Lightning</big> ''' ||3||10||-||10|| - || Yes |- |colspan=8 style="text-align: left;"| Target friendly faction model/Unit gains +3 ARM |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Chain Lightning</big> ''' ||3||10||-||10|| - || Yes |- |colspan=8 style="text-align: left;"| Target friendly faction model/Unit gains +3 ARM |} dc1e43b63376a80d4d5ea34fc0f5927f439fdb74 442 441 2024-07-09T00:02:57Z Jlav 18 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Chain Lightning</big> ''' ||3||10||-||10|| - || Yes |- |colspan=8 style="text-align: left;"| Updating... |} f6b790f3da2f5cee75dd47bee63aeda1e967ea07 Template:Deflection 10 124 443 2024-07-09T00:03:55Z Jlav 18 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Deflection</big> ''' ||3||Self||Ctrl||-|| Rnd || No |- |colspan=7 style="text-align: left;"| Updating... |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Deflection</big> ''' ||3||Self||Ctrl||-|| Rnd || No |- |colspan=7 style="text-align: left;"| Updating... |} 2f3c72f15869b818eb98f9097582e089fd6ca4d9 Template:Electrify 10 125 444 2024-07-09T00:04:36Z Jlav 18 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Electrify</big> ''' ||2||6||-||-|| Up || No |- |colspan=7 style="text-align: left;"| Updating... |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Electrify</big> ''' ||2||6||-||-|| Up || No |- |colspan=7 style="text-align: left;"| Updating... |} 22829e738df60e57dd65094545d5e3a1770bf219 Warwitch Coven 0 69 445 367 2024-07-09T00:04:48Z 2601:285:4100:21E0:21B6:A88B:BA0B:A660 0 /* Tricks */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The warwitch covens that accompany the Orgoth into battle are Nocturne initiates of the order trained in the Path of Shadows. They support their armies in the field, sowing dark magic and empowering the Orgoth warjacks with their hell-born power, reveling in their rise to power and their ability to command death and destruction. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * Taking the command card hit and run allows you to threaten dark shroud on enemy models within 14". This has been lovingly nicknamed the warwitch power slide. {{Orgoth Sea Raiders Footer}} 636c957d3720b7c286b6add971719f0a14b9e7c1 Template:Force Hammer 10 126 446 2024-07-09T00:05:15Z Jlav 18 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Force Hammer</big> ''' ||4||10||-||12|| - || Yes |- |colspan=7 style="text-align: left;"| Updating... |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Force Hammer</big> ''' ||4||10||-||12|| - || Yes |- |colspan=7 style="text-align: left;"| Updating... |} 111b4a97b937f2da4ef290afb97d27a24b928dcf Template:Jackhammer 10 127 447 2024-07-09T00:05:46Z Jlav 18 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Jack Hammer</big> ''' ||2||Ctrl||-||-|| - || No |- |colspan=7 style="text-align: left;"| Updating... |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Jack Hammer</big> ''' ||2||Ctrl||-||-|| - || No |- |colspan=7 style="text-align: left;"| Updating... |} 5c57203648d9ad9b4083fd88a8aff766ab7d4ae9 Template:Lightning Pulse 10 128 448 2024-07-09T00:06:26Z Jlav 18 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Pulse</big> ''' ||2||10||-||10|| - || Yes |- |colspan=7 style="text-align: left;"| Updating... |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Pulse</big> ''' ||2||10||-||10|| - || Yes |- |colspan=7 style="text-align: left;"| Updating... |} 87f051cfb5241515e3de592de29c023435831b28 Template:Onslaught 10 129 449 2024-07-09T00:06:51Z Jlav 18 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Onslaught</big> ''' ||2||Self||Ctrl||-|| Turn || No |- |colspan=7 style="text-align: left;"| Updating... |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Onslaught</big> ''' ||2||Self||Ctrl||-|| Turn || No |- |colspan=7 style="text-align: left;"| Updating... |} d1954ed2fc388bfcb7340dc4be1a9ac83af0b823 Template:Snipe 10 130 450 2024-07-09T00:07:33Z Jlav 18 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Snipe</big> ''' ||2||6||-||-|| Up || No |- |colspan=7 style="text-align: left;"| Updating... +3 Rng |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Snipe</big> ''' ||2||6||-||-|| Up || No |- |colspan=7 style="text-align: left;"| Updating... +3 Rng |} 1b6ce6561ea90358866018264cab9ff831b48151 Warwitch Coven 0 69 451 445 2024-07-09T00:07:36Z 2601:285:4100:21E0:21B6:A88B:BA0B:A660 0 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The warwitch covens that accompany the Orgoth into battle are Nocturne initiates of the order trained in the Path of Shadows. They support their armies in the field, sowing dark magic and empowering the Orgoth warjacks with their hell-born power, reveling in their rise to power and their ability to command death and destruction. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * Warwitches are best friends to all of Orgoth's drag options. By using a proxy base to know where tour drag model will be you can have a warwitch with dark shroud up in waiting. On a cheap claw harpoon tyrant this +2 can be enough to threaten a lot of enemy heavies. Add in redline and now you have a 12 pt tyrant that threatens to kill most enemy heavies from 17" away. == Tricks == <!-- dot point list of cool plays and combos--> * Taking the command card hit and run allows you to threaten dark shroud on enemy models within 14". This has been lovingly nicknamed the warwitch power slide. {{Orgoth Sea Raiders Footer}} 9b34e7a3f42dedc58f20ac4acb640bd50497da8e 452 451 2024-07-09T00:08:00Z 2601:285:4100:21E0:21B6:A88B:BA0B:A660 0 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The warwitch covens that accompany the Orgoth into battle are Nocturne initiates of the order trained in the Path of Shadows. They support their armies in the field, sowing dark magic and empowering the Orgoth warjacks with their hell-born power, reveling in their rise to power and their ability to command death and destruction. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * Warwitches are best friends to all of Orgoth's drag options. By using a proxy base to know where your drag model will be you can have a warwitch with dark shroud up in waiting. On a cheap claw harpoon tyrant this +2 can be enough to threaten a lot of enemy heavies. Add in redline and now you have a 12 pt tyrant that threatens to kill most enemy heavies from 17" away. == Tricks == <!-- dot point list of cool plays and combos--> * Taking the command card hit and run allows you to threaten dark shroud on enemy models within 14". This has been lovingly nicknamed the warwitch power slide. {{Orgoth Sea Raiders Footer}} 0d4dd6f35141a92000668ae86750b1ffb4407833 Template:Tactical Supremacy 10 131 453 2024-07-09T00:08:05Z Jlav 18 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Tactical Supremacy</big> ''' ||2||6||-||-|| Up || No |- |colspan=7 style="text-align: left;"| Updating... |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Tactical Supremacy</big> ''' ||2||6||-||-|| Up || No |- |colspan=7 style="text-align: left;"| Updating... |} 19d77ed0275ce43402bab461221e8ece5f2883a8 485 453 2024-07-09T03:00:01Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Tactical Supremacy</big> ''' ||2||6||-||-|| Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains Reposition [3"]. (At the end of a model / unit with Reposition [3"]'s activation in which it did not run or fail a charge, it can advance up to 3", then its activation ends.) |} 9e360bd99f54d772af3ac1134388bc4ed1fb4a93 Cryx Necrofactorium 0 38 454 417 2024-07-09T00:09:52Z Ragnork 21 /* Master Necrosurgeon Sepsira */ wikitext text/x-wiki == Why Play Cryx Necrofactorium == The unquiet dead rise from beneath. Their only goal: To consume all life in Iron Kingdoms on behalf of Toruk the Dragonfather. After a decade of dormancy following the Infernal incursion, Cryx returns to war with its hordes of shambling thralls, elusive wraiths, and all-new Bonejacks and Helljacks to sow the seeds of Toruk's conquest on the mainland. Where Cryx is involved, death is contagious. The Necrofactorium is a melee focused army based heavily in swarms of light troops, fast warjacks and wraiths, and dark magic. Hordes of thralls are the backbone of the force, advancing tirelessly and returning almost as quickly as they're dispatched. The Wraith models compliment the slower thralls as specialty roles and the Raptor and Malefactor warjacks can serve a number of battlefield roles. This is all supported by their powerful and flexible warcasters, any one of them is capable of assassinating an opponent's caster without warning. Play Necrofactorium if: -You want a melee based troop swarm army. -You like to play for the assassination. -You enjoy seeing buff or debuff numbers swing. == Which Caster is for me? == === [[Discerptor Eviscerus]] === Eviscerus is the Necrofactorium's warjack caster, able to augment the speed and power of his warjacks considerably while also giving them several defensive advantages. His arcane stats are also fairly high, making him a solid spellcaster. His defensive stats and personal combat contribution are both low, however, making him more suitable for directing his battlegroup from a distance. Play Eviscerus if you want to use a lot of warjacks and like high speed and power stats. '''Stats and Abilities:''' Eviscerus has a fairly weak base defensive statline of 14/16. He is also on a medium base, which makes him more vulnerable to Volume Fire attacks and drawing line of sight to him through mechanithralls compared to Nekane or Sepsira. It's best to keep him in a safe place. His MAT 6 POW 12 attacks also aren't anything to write home about. Erosion can sometimes strike hard against enemy warjacks, but something is probably wrong if he is committing to personal combat. Eviscerus' signature abilities are Chop Shop and Field Marshal: Retaliatory Strike. Chop Shop allows his battlegroup to heal themselves at the expense of enemy constructs. Often, this will be warjacks, but keep an eye out for construct troops like Immortals or Convergence units that can provide a healing buffet. Retaliatory Strike allows each of your warjacks to strike back once per turn when hit by an enemy attacker. This still take melee range into account, so this rule is most effective using warjacks with longer reach weapons like the Fell Axe and the Helldriver. Retaliatory Strike should be used early, as taking too much damage before using it risks losing a critical weapon system for use in attacking. Both of these abilities benefit from more resilient warjacks, so the Spiked Shield or Hades are often useful choices for getting the most out of them. '''Spells:''' Eviscerus has a spell rack of 2 and his signature spells of Deceleration, Redline and Carrion Feast. Deceleration helps his whole army, but is most impactful on his warjacks that already have relatively high ARM. Redline gives his warjacks +2 SPD and melee damage, which is a significant boost. The free charges will mostly be redundant given the Aggressive rule on the heavy warjacks, but it's still a strong buff and the self-damage component is often negligible or can be healed via Chop Shop. Carrion Feast is a low POW ARM debuff with a small AOE (as it creates the cloud) and is better for augmenting melee attacks than ranged attacks as concealment will still apply for shooting a target. Eviscerus is most likely considering Calamity, Death Ward, Scything Touch and Ghost Walk as rack options. Ghost Walk in particular can be useful as his Malefactors do not normally ignore terrain. Death Ward and Scything Touch are both inexpensive upkeep buffs that minimally impact his focus pool. Calamity should be considered if you're considering more of a shooting build. It's worth noting that the combination of Carrion Feast, Calamity, Dark Shroud and Redline can amount to an 8 point damage swing on a single target. '''Feat:''' Boneyard allows Eviscerus' battlegroup to Dig In, gain an extra focus when they start dug in from Boneyard, and gain +2 SPD if they advance. Bear in mind this feat does not have a duration beyond when Dig In is lost, so a model affected by it could theoretically benefit from the +1 Focus and Cover for the rest of the game if they don't move or get engaged. This is a highly flexible feat, but takes practice to determine when the best times to use it are. Bear in mind that Dig In goes away once a model is engaged, so allowing an enemy model to run into you could obliterate many benefits of the feat. There are some games where the feat will functionally be a +2 SPD feat for your battlegroup, but other games could result in the Dig In being helpful for safely advancing up the board while threatening a long countercharge. Eviscerus gets use out of this as well, so his positioning is important in order to realize the benefits of multiple extra focus over the course of the game as well as a safe Dig In position augmenting his poor base defensive stats. === [[Master Necrosurgeon Sepsira]] === Sepsira is a powerful infantry caster that makes use of debuffs and battle plans to bolster the otherwise mediocre stats of the Mechanithralls. In addition, Gang Fighter passively provides buffs to her Jack's. While she boasts a relatively high arcane of 7, her AAT of 6 means you'll be boosting many spells she casts. She's not the easiest to kill, but will definitely die if left out to dry. Because of this and the powerful debuff spells available both in her spell list and on the rack she loves an arc node. Play Sepsira if you enjoy overwhelming your opponent with hordes of models and making your models punch above their weight class. '''Stats and Abilities:''' While harder to kill than Eviscerus, Sepsira only boasts a 15/17 statline, making her pretty easy to kill. However, being on a small base, it is fairly easy to block line of sight to her. Her melee attacks are mediocre at best, while death toll can be cute, pow 11 is nothing to write home about and if she is directly in melee with something, mistakes have been made. Sepsira's kit really begins to shine when you look at her signature abilities. Her Battle Plans are all useful, making it a tough choice which to use each turn. Precision strike allows your models to advance and draw LOS through each other, giving you significant flexibility with model placement. This is especially useful for intermingling units of Mechanithralls, allowing you to use Shield Guard to trigger Vengeance on multiple units. Precision Strike also makes Sepsira able to run extra large based models such as MMD and Invictus with much more flexibility than many other casters. Her second battle plan, Special Orders, Grants a model or unit Reposition [3"]. This Battle Plan is useful for enabling models to back out of threat ranges after charging or shooting, or can even be used in the earlier turns to spread your mechanithralls out and make them more resilient to AOE's and Sprays. The third Battle Plan, Tenacity, is probably the weakest of the 3, granting Feign Death to a model or unit, ensuring they cannot be shot after being knocked down via tough or other means. Her second ability, Field Marshall[Gang Fighter], boosts the hitting power of the Jack's she brings, granting them +2 to attack and damage rolls when making melee attacks against a model engaged by your infantry models. '''Spells:''' Sepsira gets 3 rack slots, as well as her signature spells Breath Stealer and Onslaught. Breath stealer is an offensive debuff spell that reduces the defense and speed of a model. It can be useful for hitfixing against high defense models, as well as lowering the threat ranges of particularly dangerous models. Notably, Breath stealer is not an upkeep, meaning it can stack with Calamity from the rack for a potential -4 Defense swing. Her other spell, Onslaught, grants models in her control range Relentless Charge. This enables both your Thralls and your Jacks to charge with pathfinder, which considering the thrall's already small threat range comes in to play quite frequently. Sepsira is likely taking Calamity and Scything Touch every game, and Deaths Dominion a good 75% of the time. A lot of her kit invalidates many of the other spells present (Ghost Walk and Carnage), but there are certainly games where Occultation or Hellfire could be good in that third slot. Scything touch on a unit of mechanithralls can lead to a huge bubble of darkshroud on the table, even if the thralls themselves are not taking advantage of it, and sticking even one debuff on a high priority target will make it pretty trivial for mechanithralls to chew through. Deaths dominion makes your army very difficult to kill with blasts, and when your thralls do go down, stops them from having to forfeit parts of their activations to stand up. However, deaths dominion can be lackluster against armies with low shooting, making that third slot a little more matchup dependant. '''Feat:''' Graveyard Shift allows Sepsira to summon a unit of mechanithralls into play. Similar to Goreshade1's feat, the thralls do not have to forfeit anything the turn they come into play, giving sepsira a powerful assassination threat or even a tool to scalpel out a high value piece. While the thralls by themselves can struggle to threaten a difficult to kill model, the combination of Breath Stealer, Calamity, Scything Touch and the damage buff from The Furies can enable the unit to swing at an insane Mat 11 and Pow 18 with 10 attacks. Sepsira can threaten this feat turn assassination from 19" away, forcing your opponent to constantly play around this threat. This feat is a powerful tool that demands constant respect from your opponent. === [[Wraithbinder Nekane]] === Wraithbinder Nekane is the Necrofactorium's fast assassin caster, blending an eclectic mix of mobility and threat range based ability, defensive abilities, and personal power. Her play pattern involves dipping in and out of combat to snipe enemies or disrupt the positioning of larger targets while applying debuffs or securely buffing her army. She also has a very powerful all-in assassination threat that can restrict many opponent plays or eliminate careless ones. Play Nekane if you're interested in mobility, high-risk high-reward casters, or want a live assassination threat. '''Stats and Abilities:''' Nekane has fairly middling stats at 16/15 defenses, fairly low power attacks, and magic stats of 6, though she does have Dodge to improve her odds of survival. Her standout stats are SPD 7 and RAT 7. She also has 16 life, which is relevant for several of her abilities. As the only living model in the Necrofactorium, Necrosurgeons cannot heal her, so her life is a resource that needs to be managed effectively. Her melee weapon, though fairly weak, does turn her Incorporeal if it kills something which can be important for her defenses. Her Rune Thrower shoots 2-4 Blessed POW 10 shots each turn. It can be nice for killing light troops or wounding medium troops, but the real use for it is Banish, which can move the target 1" for every hit. Whether pulling your target into melee threat ranges or pushing them out of enemy control areas, there are a lot of applications for this. Just remember that Banish does not work on enemy casters. Her remaining abilities are Grappling Hook, Vital Magic and Wraithbinder. Grappling Hook allows her to teleport 5" at the end of her turn at the cost of 1 focus, enabling her to play hit and run games with her Rune Thrower while staying safe. Vital Magic prevents her upkeep spells from being removed at the cost of d3 life to prevent the effect, which can be key with her signature or several of her rack spells. Finally, Wraithbinder provides a passive +3 ARM to all Incorporeal models near her. This includes herself if she triggers Blood Shadow. Just recall that models that make melee and ranged attacks lose Incorporeal for a round and thus lose that bonus, but it's very helpful to help protect your ghosts as they advance up the field. '''Spells:''' Nekane's signature spells are Banishing Ward and Mirage along with 3 spell rack slots. Banishing Ward is a situationally useful anti-spell upkeep that works particularly well on Incorporeal models. Mirage is a flexible threat extension upkeep, though it will not stack with Apparition on the Machine Wraith Dominators. Both are spells that have consequences if dispelled prematurely, so Vital Magic is important for securing them and making sure they are fully effective. Nekane has many options for her viable rack spells and which you choose depends on how you want to play her. Taking a number of upkeep spells can be effective as she can prevent them from being dispelled. Choosing Calamity and Hellfire (as well as potentially Blood Rain) gives her an extremely powerful assassination option. '''Feat:''' Wrath of Lyliss allows Nekane to spend her life to cast a spell for free (once per spell) or boost any of her attack and damage rolls. Theoretically, spending 15 life to cast 5 spells (her 2 signatures and 3 3-cost rack spells) and perform a total of 10 boosts allows you to get the equivalent of 23 extra focus points of benefit from full life. Taking Calamity and Hellfire allows you the option to go for a boosted Calamity and 3 fully boosted Hellfires (1 cast with feat, 2 with her focus) before she begins making gunshots that would also be fully boosted. This is obviously a powerful assassination threat that will keep opponents wary while it is in reserve, but can also be used for end-game scenario clearing or surgical strikes on key models, or simply to refresh her spells and operate more efficiently on a given turn. It's also important that she be in a safe place if she doesn't end the game with her feat, as she will be very vulnerable afterwards. Also keep in mind that Vital Magic and enemy damage or effects like Backlash will reduce the total potential of her feat, so watch out for those effects and use Vital Magic wisely. {{Cryx Necrofactorium Footer}} c44f9c5a88cf191f3668afb7637e3f0d0b6d76d3 456 454 2024-07-09T00:10:30Z Ragnork 21 /* Master Necrosurgeon Sepsira */ wikitext text/x-wiki == Why Play Cryx Necrofactorium == The unquiet dead rise from beneath. Their only goal: To consume all life in Iron Kingdoms on behalf of Toruk the Dragonfather. After a decade of dormancy following the Infernal incursion, Cryx returns to war with its hordes of shambling thralls, elusive wraiths, and all-new Bonejacks and Helljacks to sow the seeds of Toruk's conquest on the mainland. Where Cryx is involved, death is contagious. The Necrofactorium is a melee focused army based heavily in swarms of light troops, fast warjacks and wraiths, and dark magic. Hordes of thralls are the backbone of the force, advancing tirelessly and returning almost as quickly as they're dispatched. The Wraith models compliment the slower thralls as specialty roles and the Raptor and Malefactor warjacks can serve a number of battlefield roles. This is all supported by their powerful and flexible warcasters, any one of them is capable of assassinating an opponent's caster without warning. Play Necrofactorium if: -You want a melee based troop swarm army. -You like to play for the assassination. -You enjoy seeing buff or debuff numbers swing. == Which Caster is for me? == === [[Discerptor Eviscerus]] === Eviscerus is the Necrofactorium's warjack caster, able to augment the speed and power of his warjacks considerably while also giving them several defensive advantages. His arcane stats are also fairly high, making him a solid spellcaster. His defensive stats and personal combat contribution are both low, however, making him more suitable for directing his battlegroup from a distance. Play Eviscerus if you want to use a lot of warjacks and like high speed and power stats. '''Stats and Abilities:''' Eviscerus has a fairly weak base defensive statline of 14/16. He is also on a medium base, which makes him more vulnerable to Volume Fire attacks and drawing line of sight to him through mechanithralls compared to Nekane or Sepsira. It's best to keep him in a safe place. His MAT 6 POW 12 attacks also aren't anything to write home about. Erosion can sometimes strike hard against enemy warjacks, but something is probably wrong if he is committing to personal combat. Eviscerus' signature abilities are Chop Shop and Field Marshal: Retaliatory Strike. Chop Shop allows his battlegroup to heal themselves at the expense of enemy constructs. Often, this will be warjacks, but keep an eye out for construct troops like Immortals or Convergence units that can provide a healing buffet. Retaliatory Strike allows each of your warjacks to strike back once per turn when hit by an enemy attacker. This still take melee range into account, so this rule is most effective using warjacks with longer reach weapons like the Fell Axe and the Helldriver. Retaliatory Strike should be used early, as taking too much damage before using it risks losing a critical weapon system for use in attacking. Both of these abilities benefit from more resilient warjacks, so the Spiked Shield or Hades are often useful choices for getting the most out of them. '''Spells:''' Eviscerus has a spell rack of 2 and his signature spells of Deceleration, Redline and Carrion Feast. Deceleration helps his whole army, but is most impactful on his warjacks that already have relatively high ARM. Redline gives his warjacks +2 SPD and melee damage, which is a significant boost. The free charges will mostly be redundant given the Aggressive rule on the heavy warjacks, but it's still a strong buff and the self-damage component is often negligible or can be healed via Chop Shop. Carrion Feast is a low POW ARM debuff with a small AOE (as it creates the cloud) and is better for augmenting melee attacks than ranged attacks as concealment will still apply for shooting a target. Eviscerus is most likely considering Calamity, Death Ward, Scything Touch and Ghost Walk as rack options. Ghost Walk in particular can be useful as his Malefactors do not normally ignore terrain. Death Ward and Scything Touch are both inexpensive upkeep buffs that minimally impact his focus pool. Calamity should be considered if you're considering more of a shooting build. It's worth noting that the combination of Carrion Feast, Calamity, Dark Shroud and Redline can amount to an 8 point damage swing on a single target. '''Feat:''' Boneyard allows Eviscerus' battlegroup to Dig In, gain an extra focus when they start dug in from Boneyard, and gain +2 SPD if they advance. Bear in mind this feat does not have a duration beyond when Dig In is lost, so a model affected by it could theoretically benefit from the +1 Focus and Cover for the rest of the game if they don't move or get engaged. This is a highly flexible feat, but takes practice to determine when the best times to use it are. Bear in mind that Dig In goes away once a model is engaged, so allowing an enemy model to run into you could obliterate many benefits of the feat. There are some games where the feat will functionally be a +2 SPD feat for your battlegroup, but other games could result in the Dig In being helpful for safely advancing up the board while threatening a long countercharge. Eviscerus gets use out of this as well, so his positioning is important in order to realize the benefits of multiple extra focus over the course of the game as well as a safe Dig In position augmenting his poor base defensive stats. === [[Master Necrosurgeon Sepsira]] === Sepsira is a powerful infantry caster that makes use of debuffs and battle plans to bolster the otherwise mediocre stats of the Mechanithralls. In addition, Gang Fighter passively provides buffs to her Jack's. While she boasts a relatively high arcane of 7, her AAT of 6 means you'll be boosting many spells she casts. She's not the easiest to kill, but will definitely die if left out to dry. Because of this and the powerful debuff spells available both in her spell list and on the rack she loves an arc node. Play Sepsira if you enjoy overwhelming your opponent with hordes of models and making your models punch above their weight class. '''Stats and Abilities:''' While harder to kill than Eviscerus, Sepsira only boasts a 15/17 statline, making her pretty easy to kill. However, being on a small base, it is fairly easy to block line of sight to her. Her melee attacks are mediocre at best, while death toll can be cute, POW 11 is nothing to write home about and if she is directly in melee with something, mistakes have been made. Sepsira's kit really begins to shine when you look at her signature abilities. Her Battle Plans are all useful, making it a tough choice which to use each turn. Precision strike allows your models to advance and draw LOS through each other, giving you significant flexibility with model placement. This is especially useful for intermingling units of Mechanithralls, allowing you to use Shield Guard to trigger Vengeance on multiple units. Precision Strike also makes Sepsira able to run extra large based models such as MMD and Invictus with much more flexibility than many other casters. Her second battle plan, Special Orders, Grants a model or unit Reposition [3"]. This Battle Plan is useful for enabling models to back out of threat ranges after charging or shooting, or can even be used in the earlier turns to spread your mechanithralls out and make them more resilient to AOE's and Sprays. The third Battle Plan, Tenacity, is probably the weakest of the 3, granting Feign Death to a model or unit, ensuring they cannot be shot after being knocked down via tough or other means. Her second ability, Field Marshall[Gang Fighter], boosts the hitting power of the Jack's she brings, granting them +2 to attack and damage rolls when making melee attacks against a model engaged by your infantry models. '''Spells:''' Sepsira gets 3 rack slots, as well as her signature spells Breath Stealer and Onslaught. Breath stealer is an offensive debuff spell that reduces the defense and speed of a model. It can be useful for hitfixing against high defense models, as well as lowering the threat ranges of particularly dangerous models. Notably, Breath stealer is not an upkeep, meaning it can stack with Calamity from the rack for a potential -4 Defense swing. Her other spell, Onslaught, grants models in her control range Relentless Charge. This enables both your Thralls and your Jacks to charge with pathfinder, which considering the thrall's already small threat range comes in to play quite frequently. Sepsira is likely taking Calamity and Scything Touch every game, and Deaths Dominion a good 75% of the time. A lot of her kit invalidates many of the other spells present (Ghost Walk and Carnage), but there are certainly games where Occultation or Hellfire could be good in that third slot. Scything touch on a unit of mechanithralls can lead to a huge bubble of darkshroud on the table, even if the thralls themselves are not taking advantage of it, and sticking even one debuff on a high priority target will make it pretty trivial for mechanithralls to chew through. Deaths dominion makes your army very difficult to kill with blasts, and when your thralls do go down, stops them from having to forfeit parts of their activations to stand up. However, deaths dominion can be lackluster against armies with low shooting, making that third slot a little more matchup dependant. '''Feat:''' Graveyard Shift allows Sepsira to summon a unit of mechanithralls into play. Similar to Goreshade1's feat, the thralls do not have to forfeit anything the turn they come into play, giving sepsira a powerful assassination threat or even a tool to scalpel out a high value piece. While the thralls by themselves can struggle to threaten a difficult to kill model, the combination of Breath Stealer, Calamity, Scything Touch and the damage buff from The Furies can enable the unit to swing at an insane MAT 11 and POW 18 with 10 attacks. Sepsira can threaten this feat turn assassination from 19" away, forcing your opponent to constantly play around this threat. This feat is a powerful tool that demands constant respect from your opponent. === [[Wraithbinder Nekane]] === Wraithbinder Nekane is the Necrofactorium's fast assassin caster, blending an eclectic mix of mobility and threat range based ability, defensive abilities, and personal power. Her play pattern involves dipping in and out of combat to snipe enemies or disrupt the positioning of larger targets while applying debuffs or securely buffing her army. She also has a very powerful all-in assassination threat that can restrict many opponent plays or eliminate careless ones. Play Nekane if you're interested in mobility, high-risk high-reward casters, or want a live assassination threat. '''Stats and Abilities:''' Nekane has fairly middling stats at 16/15 defenses, fairly low power attacks, and magic stats of 6, though she does have Dodge to improve her odds of survival. Her standout stats are SPD 7 and RAT 7. She also has 16 life, which is relevant for several of her abilities. As the only living model in the Necrofactorium, Necrosurgeons cannot heal her, so her life is a resource that needs to be managed effectively. Her melee weapon, though fairly weak, does turn her Incorporeal if it kills something which can be important for her defenses. Her Rune Thrower shoots 2-4 Blessed POW 10 shots each turn. It can be nice for killing light troops or wounding medium troops, but the real use for it is Banish, which can move the target 1" for every hit. Whether pulling your target into melee threat ranges or pushing them out of enemy control areas, there are a lot of applications for this. Just remember that Banish does not work on enemy casters. Her remaining abilities are Grappling Hook, Vital Magic and Wraithbinder. Grappling Hook allows her to teleport 5" at the end of her turn at the cost of 1 focus, enabling her to play hit and run games with her Rune Thrower while staying safe. Vital Magic prevents her upkeep spells from being removed at the cost of d3 life to prevent the effect, which can be key with her signature or several of her rack spells. Finally, Wraithbinder provides a passive +3 ARM to all Incorporeal models near her. This includes herself if she triggers Blood Shadow. Just recall that models that make melee and ranged attacks lose Incorporeal for a round and thus lose that bonus, but it's very helpful to help protect your ghosts as they advance up the field. '''Spells:''' Nekane's signature spells are Banishing Ward and Mirage along with 3 spell rack slots. Banishing Ward is a situationally useful anti-spell upkeep that works particularly well on Incorporeal models. Mirage is a flexible threat extension upkeep, though it will not stack with Apparition on the Machine Wraith Dominators. Both are spells that have consequences if dispelled prematurely, so Vital Magic is important for securing them and making sure they are fully effective. Nekane has many options for her viable rack spells and which you choose depends on how you want to play her. Taking a number of upkeep spells can be effective as she can prevent them from being dispelled. Choosing Calamity and Hellfire (as well as potentially Blood Rain) gives her an extremely powerful assassination option. '''Feat:''' Wrath of Lyliss allows Nekane to spend her life to cast a spell for free (once per spell) or boost any of her attack and damage rolls. Theoretically, spending 15 life to cast 5 spells (her 2 signatures and 3 3-cost rack spells) and perform a total of 10 boosts allows you to get the equivalent of 23 extra focus points of benefit from full life. Taking Calamity and Hellfire allows you the option to go for a boosted Calamity and 3 fully boosted Hellfires (1 cast with feat, 2 with her focus) before she begins making gunshots that would also be fully boosted. This is obviously a powerful assassination threat that will keep opponents wary while it is in reserve, but can also be used for end-game scenario clearing or surgical strikes on key models, or simply to refresh her spells and operate more efficiently on a given turn. It's also important that she be in a safe place if she doesn't end the game with her feat, as she will be very vulnerable afterwards. Also keep in mind that Vital Magic and enemy damage or effects like Backlash will reduce the total potential of her feat, so watch out for those effects and use Vital Magic wisely. {{Cryx Necrofactorium Footer}} b9ebd90e984a796c07d85167e1aa3a8f2bb93bdd Template:Hallowed Avenger 10 119 455 435 2024-07-09T00:10:11Z Jlav 18 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Hallowed Avenger</big> ''' ||2||6||-||-|| UP || No |- |colspan=7 style="text-align: left;"| Target friendly faction cohort model gains Righteous Vengeance. If one or more Friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of a model with Righteous Vengeance during the last round, during your maintenance phase, the model with Righteous Vengeance can advance up to 3" and make one basic attack. |} 12753b0759c13efa22d64caf1048d10a824b7bb0 Template:Storm Legion Rack List 10 121 457 437 2024-07-09T00:13:08Z Jlav 18 wikitext text/x-wiki <div class="mw-collapsible mw-collapsed"> === Storm Legion Rack Spells (Expandable List) === <div class="mw-collapsible-content"> {{Arcane Shield}} {{Chain Lightning}} {{Deflection}} {{Electrify}} {{Force Hammer}} {{Jackhammer}} {{Lightning Pulse}} {{Onslaught}} {{Snipe}} {{Tactical Supremacy}} </div> </div> 09e59858ffc33676f26bf031789dba874c5c8896 Captain Athena di Baro 0 120 458 434 2024-07-09T00:13:48Z Jlav 18 /* Spells */ wikitext text/x-wiki === [[Captain Athena di Baro]] === == == <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Barol]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. '''Polarity Field''': This model cannot be targeted by a charge or slam power attack made by a construct model. ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Cygnar Storm Legion Footer}} 2069e0f7bbf852307bf1313c00de91432d241424 459 458 2024-07-09T00:14:13Z Jlav 18 wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Barol]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. '''Polarity Field''': This model cannot be targeted by a charge or slam power attack made by a construct model. ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Cygnar Storm Legion Footer}} 3ad62d92f33b1b49f7799b705d23ef6a64b14779 Skorne Army of the Western Reaches 0 132 460 2024-07-09T00:27:44Z Shamgi 22 Base Army of the Western Reaches page wikitext text/x-wiki == Why Play Army of the Western Reaches == Western Reaches represents the primary military arm of the Skorne empire in the west, and it boasts durable infantry that can require a lot of effort to remove for it's cost paired with casters that can buff both their defenses and their damage. Alongside this are Skorne warbeasts, which are durable and capable of extensive amounts of damage, pound for pound. == Which Caster is for me? == === [[Primus Jalaam]] === Boasting a solid gun, powerful threat extension, and perhaps one of the strongest feats in the entire game, Jalaam is a shifty and flexible caster, capable of good turn by turn personal output even as he supports his battle group with Warpath. === [[Supreme Archdomina Makeda]] === Makeda has the ability to keep her high value troops around for a very long time thanks to Stay Death, and both Deflection and Dash help her deliver them. Her feat is fairly straightforward, though the bevy of tough options within the faction make steady a powerful tools, and the ability for the faction to get into very unusual places means that boosted attack rolls can lead to some very interesting assassinations. === [[Xerxis, the Fury of Halaak]] === Xerxis makes slow beasts fast and fast beasts faster, while boasting a feat that is of massive use in SR24 and allows him to go the widest of any caster in the entire game without issue. Strangehold can be extremely expensive to cast, but it also gives him strong control options. === [[Lord Tyrant Zaadesh]] === Zaadesh is very good at taking it on the chin: he's all but immune to 99% of ranged assassinations, and his feat can make melee alpha lists think twice about getting close. Clouds to deliver his infantry and Inviolable Resolve round out his defensive options. == Warbeasts == '''Lights(40mm)''' *[[Basilisk Krea]] *[[Cyclopes Brute]] *[[Cyclopes Raider]] *[[Cyclopes Savage]] *[[Razor Worm]] '''Heavies(50mm)''' *[[Archidon]] *[[Bronzeback Titan]] *[[Molik Karn]] *[[Rhinodon]] *[[Tiberion]] *[[Titan Cannoneer]] *[[Titan Gladiator]] *[[Titan Sentry]] ```Gargantuans``` *[[Desert Hydra]] *[[Mammoth]] ==Battle Engines== *[[Siege Animantarax]] ==Solos== *[[Adeptius Marketh]] *[[Mortitheurge Willbreaker]] *[[Tyrant Rhadeim]] *[[Tyrant Zaadesh]] *[[Venator Dakar]] ==Units== *[[Cataphract Arcuarii]] *[[Cataphract Cetrati]] *[[Cataphract Incindiarii]] *[[Legends of Halaak]] *[[Paingiver Beast Handlers]] *[[Praetorian Ferox]] *[[Praetorian Karax]] *[[Praetorian Keltarii]] *[[Praetorian Swordsmen]] *[[Tyrant Commander and Standard Bearer]] *[[Venator Catapult Crew]] *[[Venator Flayer Cannon Crew]] *[[Venator Reivers]] *[[Venator Slingers]] ==Command Attachments== *[[Tyrant Vorkesh]] *[[Praetorian Karax Officer and Standard]] *[[Praetorian Swordsmen Officer and Standard]] *[[Venator Reiver Officer and Standard]] =Mercenaries= ==Mercenary Solos== *[[Carver Ultimus]] *[[Magnus the Unstoppable]] {{Army of the Western Reaches Footer}} 930fc72092698c5d82c4f307e516dd7e7eecb685 475 460 2024-07-09T01:39:49Z Shamgi 22 wikitext text/x-wiki == Why Play Army of the Western Reaches == Western Reaches represents the primary military arm of the Skorne empire in the west, and it boasts durable infantry that can require a lot of effort to remove for it's cost paired with casters that can buff both their defenses and their damage. Alongside this are Skorne warbeasts, which are durable and capable of extensive amounts of damage, pound for pound. == Which Caster is for me? == === [[Primus Jalaam]] === Boasting a solid gun, powerful threat extension, and perhaps one of the strongest feats in the entire game, Jalaam is a shifty and flexible caster, capable of good turn by turn personal output even as he supports his battle group with Warpath. === [[Supreme Archdomina Makeda]] === Makeda has the ability to keep her high value troops around for a very long time thanks to Stay Death, and both Deflection and Dash help her deliver them. Her feat is fairly straightforward, though the bevy of tough options within the faction make steady a powerful tools, and the ability for the faction to get into very unusual places means that boosted attack rolls can lead to some very interesting assassinations. === [[Xerxis, the Fury of Halaak]] === Xerxis makes slow beasts fast and fast beasts faster, while boasting a feat that is of massive use in SR24 and allows him to go the widest of any caster in the entire game without issue. Strangehold can be extremely expensive to cast, but it also gives him strong control options. === [[Lord Tyrant Zaadesh]] === Zaadesh is very good at taking it on the chin: he's all but immune to 99% of ranged assassinations, and his feat can make melee alpha lists think twice about getting close. Clouds to deliver his infantry and Inviolable Resolve round out his defensive options. == Warbeasts == '''Lights(40mm)''' *[[Basilisk Krea]] *[[Cyclopes Brute]] *[[Cyclopes Raider]] *[[Cyclopes Savage]] *[[Razor Worm]] '''Heavies(50mm)''' *[[Archidon]] *[[Bronzeback Titan]] *[[Molik Karn]] *[[Rhinodon]] *[[Tiberion]] *[[Titan Cannoneer]] *[[Titan Gladiator]] *[[Titan Sentry]] '''Gargantuans''' *[[Desert Hydra]] *[[Mammoth]] ==Battle Engines== *[[Siege Animantarax]] ==Solos== *[[Adeptius Marketh]] *[[Mortitheurge Willbreaker]] *[[Tyrant Rhadeim]] *[[Tyrant Zaadesh]] *[[Venator Dakar]] ==Units== *[[Cataphract Arcuarii]] *[[Cataphract Cetrati]] *[[Cataphract Incindiarii]] *[[Legends of Halaak]] *[[Paingiver Beast Handlers]] *[[Praetorian Ferox]] *[[Praetorian Karax]] *[[Praetorian Keltarii]] *[[Praetorian Swordsmen]] *[[Tyrant Commander and Standard Bearer]] *[[Venator Catapult Crew]] *[[Venator Flayer Cannon Crew]] *[[Venator Reivers]] *[[Venator Slingers]] ==Command Attachments== *[[Tyrant Vorkesh]] *[[Praetorian Karax Officer and Standard]] *[[Praetorian Swordsmen Officer and Standard]] *[[Venator Reiver Officer and Standard]] =Mercenaries= ==Mercenary Solos== *[[Carver Ultimus]] *[[Magnus the Unstoppable]] {{Army of the Western Reaches Footer}} 7d401ef89325dda00c93905200e26293b610b314 File:Mechanithrall swarm.jpg 6 133 461 2024-07-09T00:29:13Z Ragnork 21 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Mechanithrall Swarm 0 134 462 2024-07-09T00:29:41Z Ragnork 21 Created page with "== == For long centuries, Cryx’s blasphemous necromancers have sought to stockpile vast stores of corpses to transform them into teeming hordes of thralls to serve as the Nightmare Empire’s unliving legions. Cryx replenishes its fallen by rifling the battlefields and graveyards of the Iron Kingdoms, restoring its fortunes with the fallen of their enemies. As the arts of magic underwent an industrial revolution following the development of mechanika, Cryx sought to g..." wikitext text/x-wiki == == For long centuries, Cryx’s blasphemous necromancers have sought to stockpile vast stores of corpses to transform them into teeming hordes of thralls to serve as the Nightmare Empire’s unliving legions. Cryx replenishes its fallen by rifling the battlefields and graveyards of the Iron Kingdoms, restoring its fortunes with the fallen of their enemies. As the arts of magic underwent an industrial revolution following the development of mechanika, Cryx sought to greatly expand its thrall production while mechanically enhancing unliving soldiers. While all thralls are animated with complex series of glyphs and sigils that both animate the undead servitor and define its arcane and mental powers, with the most potent thralls requiring the most complex glyphs, the steam-powered Mechanithralls are horrors purely of the modern age. They are unleashed upon the battlefields of western Immoren in nearly unstoppable waves of mechanically enhanced undead soldiers that fight together to drag down any enemy in order to batter and eviscerate them into scrap parts. [[File:Mechanithrall swarm.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mechanithrall Swarm''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 1 |} ===Abilities:=== '''Gang:''' When making a melee attack targeting an enemy model in the melee range of another model in this unit this model gains +2 to melee attack and melee damage rolls. ===Weapons=== {{Melee Weapon|<!--Name-->Thrall Weapon x2|<!--MAT-->5|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Winter Korps Footer}} 3410f2c0b3c2b75ccba4ae7a4c50c2da55ad8771 463 462 2024-07-09T00:35:11Z Ragnork 21 wikitext text/x-wiki == == For long centuries, Cryx’s blasphemous necromancers have sought to stockpile vast stores of corpses to transform them into teeming hordes of thralls to serve as the Nightmare Empire’s unliving legions. Cryx replenishes its fallen by rifling the battlefields and graveyards of the Iron Kingdoms, restoring its fortunes with the fallen of their enemies. As the arts of magic underwent an industrial revolution following the development of mechanika, Cryx sought to greatly expand its thrall production while mechanically enhancing unliving soldiers. While all thralls are animated with complex series of glyphs and sigils that both animate the undead servitor and define its arcane and mental powers, with the most potent thralls requiring the most complex glyphs, the steam-powered Mechanithralls are horrors purely of the modern age. They are unleashed upon the battlefields of western Immoren in nearly unstoppable waves of mechanically enhanced undead soldiers that fight together to drag down any enemy in order to batter and eviscerate them into scrap parts. [[File:Mechanithrall swarm.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mechanithrall Swarm''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 1 |} ===Abilities:=== *'''Gang:''' When making a melee attack targeting an enemy model in the melee range of another model in this unit this model gains +2 to melee attack and melee damage rolls. *'''Vengeance:''' During your Maintenance Phase, if one or more models in this unit were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack. ===Weapons=== {{Melee Weapon|<!--Name-->Thrall Weapon x2|<!--MAT-->5|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Cryx Necrofactorium Footer}} 27a6c2dc8d9945bbeabd7df90a7d4c3a6b68ccb4 472 463 2024-07-09T00:54:26Z Ragnork 21 wikitext text/x-wiki ''For long centuries, Cryx’s blasphemous necromancers have sought to stockpile vast stores of corpses to transform them into teeming hordes of thralls to serve as the Nightmare Empire’s unliving legions. Cryx replenishes its fallen by rifling the battlefields and graveyards of the Iron Kingdoms, restoring its fortunes with the fallen of their enemies. As the arts of magic underwent an industrial revolution following the development of mechanika, Cryx sought to greatly expand its thrall production while mechanically enhancing unliving soldiers. While all thralls are animated with complex series of glyphs and sigils that both animate the undead servitor and define its arcane and mental powers, with the most potent thralls requiring the most complex glyphs, the steam-powered Mechanithralls are horrors purely of the modern age. They are unleashed upon the battlefields of western Immoren in nearly unstoppable waves of mechanically enhanced undead soldiers that fight together to drag down any enemy in order to batter and eviscerate them into scrap parts.'' [[File:Mechanithrall swarm.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mechanithrall Swarm''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 1 |} ===Abilities:=== '''Undead'''<br> '''Tough'''<br> '''Gang:''' When making a melee attack targeting an enemy model in the melee range of another model in this unit this model gains +2 to melee attack and melee damage rolls.<br> '''Vengeance:''' During your Maintenance Phase, if one or more models in this unit were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.<br> ===Weapons=== {{Melee Weapon|<!--Name-->Thrall Weapon x2|<!--MAT-->5|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Cryx Necrofactorium Footer}} ee90ef4a19ee71e1f01e7a40acad8b97b0114bce Primus Jalaam 0 135 464 2024-07-09T00:48:39Z Shamgi 22 Created page with "=== [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> The northern reaches of the Skorne Empire are a wild untamed place where beasts like the hydra and mammoth roam—only the fiercest of skorne prosper here. Among them is Primus Jalaam, one of the greatest hunters of his people, a cunning warlock who feels no shame killing his enemies at a distance. He is as effective stalking intelligent prey as are the beasts of his homeland. File:J..." wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> The northern reaches of the Skorne Empire are a wild untamed place where beasts like the hydra and mammoth roam—only the fiercest of skorne prosper here. Among them is Primus Jalaam, one of the greatest hunters of his people, a cunning warlock who feels no shame killing his enemies at a distance. He is as effective stalking intelligent prey as are the beasts of his homeland. [[File:Jalaam.webm|thumb|Primus Jalaam]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 16 |} ===Abilities:=== '''Hunter''': This model ignores concealment and cover when making ranged attacks. '''Prey''': After deployment but before the first player's turn, choose an enemy model/unit to be this models/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey. '''Resourceful''': This model can upkeep spells on models in its battlegroup without spending focus or fury points ===Weapons=== {{Ranged Weapon|Reiver|7|12|1|-|10| *'''Magical''' *'''Pistol''' *'''Grievous Wounds''': A model hit by this weapon loses Tough and cannot have damage removed from it for one round. *'''Volume Fire''': Gain +1 to attack and damage rolls with this weapon against medium based models and +2 to attack and damage rolls against larger-based models. *'''Reload[1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} {{Melee Weapon|Blade|7|1|12| *'''Magical''' *'''Grievous Wounds''': A model hit by this weapon loses Tough and cannot have damage removed from it for one round.}} === Feat: Hide in Sight === When an enemy model makes an attack roll against a friend Faction model in Jalaam's control range, the enemy model rolls one less die. Hide in Sight lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Artifice of Deviation}} {{Deadeye}} {{Scavenger's Blessing}} {{Vanish}} {{Warpath}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Jalaam boasts high personal ranged output with his gun and the bevy of special rules to support it, while also extending the threat range of his army. His feat is massively powerful, and can often lead to opponents failing to kill a single model if used correctly. <!-- How do they do it, what do they excel at?--> * Jalaam has extremely reliable personal output with his gun: with prey to pick something to kill, Volume Fire and Hunter to make it much easier to hit, and Grievous Wounds to bypass healing effects, his ability to remove two troopers a turn, slowly chip away at a heavy, or threaten a caster means he can do a lot of things into a lot of matchups. Warpath means the opponent must be extremely wary of his threat ranges, as Skorne beasts can reach some extremely long threats under his watch. His feat also allows him to cause some massive headaches, one less die causes major issues with enemy accuracy, and any sort of benefit that adds to defense, such as cover or attacking over an obstacle, can lead his models to be straight up unhittable by many things. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * At a 15/15, Jalaam is very fragile, and requires a ton of army support to ensure he can survive. This is not helped by the fact that Jalaam often wants to spend his entire fury stack, turn by turn, which can leave him extremely open to dying. He also lacks any sort of damage buff, which can hurt him into real heavy armor. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Army of the Western Reaches Footer}} 020a784a65ee4369a0df6572a3ec9e0d4770e404 Template:Melee Weapon 10 16 465 438 2024-07-09T00:49:10Z Spacewizardfromhell 14 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |- ! style="width:8em;" | <big>'''{{{1}}}'''</big> !! style="width:5em;" | MAT !! style="width:5em;" | RNG !! style="width:5em;" | POW |- | rowspan=2 | [[File:Melee Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} |- |colspan=3 style="text-align: left;"| {{{7}}} |} e88b9afabbe0075e80a12ca2da1b395685e950b1 467 465 2024-07-09T00:49:49Z Spacewizardfromhell 14 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |- ! style="width:8em;" | <big>'''{{{1}}}'''</big> !! style="width:5em;" | MAT !! style="width:5em;" | RNG !! style="width:5em;" | POW |- | rowspan=2 | [[File:Melee Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} |- |colspan=3 style="text-align: left;"| {{{5}}} |} 6ef323902d564f55ebc6bbd45f0392c23033d44e 473 467 2024-07-09T00:57:13Z Spacewizardfromhell 14 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |- ! style="width:8em;" | <big>'''{{{1}}}'''</big> !! style="width:5em;" | MAT !! style="width:5em;" | RNG !! style="width:5em;" | POW |- | rowspan=2 | [[File:Melee Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} |- |colspan=3 style="width:33em;text-align: left;"| {{{5}}} |} 05527e6e8b27204a71e7f1c54708ce4e1ce0128a 474 473 2024-07-09T00:57:45Z Spacewizardfromhell 14 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |- ! style="width:8em;" | <big>'''{{{1}}}'''</big> !! style="width:5em;" | MAT !! style="width:5em;" | RNG !! style="width:5em;" | POW |- | rowspan=2 | [[File:Melee Icon.png|50px]] || {{{2}}} || {{{3}}} || {{{4}}} |- |colspan=3 style="width:28em;text-align: left;"| {{{5}}} |} 47f1fa12d931c57e475b724e2c3687d4c0efc8a7 File:Machine Wraith Dominator.jpg 6 136 466 2024-07-09T00:49:35Z Ragnork 21 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Machine Wraith Dominator 0 137 468 2024-07-09T00:52:35Z Ragnork 21 Created page with "''The Necrofactorium's Machine Wraith Dominator is a plague to warjacks, possessing them with its malignant spirit and turning them against their masters.'' [[File:Machine Wraith Dominator.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" |..." wikitext text/x-wiki ''The Necrofactorium's Machine Wraith Dominator is a plague to warjacks, possessing them with its malignant spirit and turning them against their masters.'' [[File:Machine Wraith Dominator.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Machine Wraith Dominator''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 8 |} ===Abilities:=== '''Undead'''<br> '''Incorporeal'''<br> '''Construct'''<br> '''Annihilator:''' This model gain an additional die on melee attack and melee damage rolls against living models. When a living model is destroyed within 3" of this model it never generates a soul token.<br> '''Apparition:''' During your Control Phase, place this model anywhere completely within 2" of its current location.<br> '''Poltergeist:''' When an enemy model misses this model with an attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from this model. ===Weapons=== {{Melee Weapon|<!--Name-->Mechano-Claw x2|<!--MAT-->6|<!--RNG-->2|<!--POW-->12|*'''Magical''' *'''Dark Domination:''' When this model hits an enemy warjack that has a non-crippled cortex with a basic melee attack made with this weapon during this models activation, you can take control of the warjack. Immediately after the attack has been resolved, you can make a full advance with the warjack and then make one basic attack, then dark domination expires. A warjack can be affected by Dark Domination only once per turn.}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Cryx Necrofactorium Footer}} af4041de0dbc5a2acebf406f84073e7dde1401d9 Kishtaar, The Howling Silence 0 118 469 430 2024-07-09T00:52:49Z Spacewizardfromhell 14 /* Weapons */ wikitext text/x-wiki == Kishtaar, The Howling Silence == The scion of a long line of feral hunters residing along the desolate Orgoth frontier, Kishtaar is a savage, unpredictable warrior who prefers to kill from afar. Forsaking the trackless wastes of those dark borderlands for the blood sports of the Orgoth arenas, Kishtaar made a name for herself taking on all comers, her fearsome death howls serving as her victims’ gateway to the silence of the Outer Abyss. Lacking either political ambition or higher purpose, Kishtaar focuses on the accumulation of souls for her Fellgoeth masters, knowing that one day she will rise from the ashes of eternity like a vengeful hurricane of steel, fire, and death. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kishtaar''' || 6 || 6|| 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * ===Weapons=== {{Ranged Weapon|Death Whisperer x2|7|10|1|-|13|*'''Magical''' *'''Critical Fire''' *'''Ricochet'''- When this model directly hits an enemy model with an attack with this weapon, immediately after the attack is resolved this model can make another ranged attack with this weapon targeting another model within 4" of the model originally hit, ignoring LOS and this weapon's RNG. Attacks gained from Ricochet cannot generate additional attacks from Ricochet.}} {{Melee Weapon|Blade Strike x2|6|1|13|* '''Magical''' *'''Critical Fire'''}} === Feat: Pandemonium=== While in Kishtaar's control range, models in her battlegroup gain Reposition [3"]. Additionally, while in Kishtaar's control range models in her battlegroup gain an additional die on attack and damage rolls. Discard the lowest die in each roll. Pandemonium lasts for one turn. (at the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.) === Spells === {{Fire Group}} {{Open Fire}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == Kishtaar is a damage dealer who specializes in improving the quality of her cohort models, specifically their shooting. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} a11e8dad7cc644e1a25c2098ac96689dca93d4d9 470 469 2024-07-09T00:53:02Z Spacewizardfromhell 14 /* Weapons */ wikitext text/x-wiki == Kishtaar, The Howling Silence == The scion of a long line of feral hunters residing along the desolate Orgoth frontier, Kishtaar is a savage, unpredictable warrior who prefers to kill from afar. Forsaking the trackless wastes of those dark borderlands for the blood sports of the Orgoth arenas, Kishtaar made a name for herself taking on all comers, her fearsome death howls serving as her victims’ gateway to the silence of the Outer Abyss. Lacking either political ambition or higher purpose, Kishtaar focuses on the accumulation of souls for her Fellgoeth masters, knowing that one day she will rise from the ashes of eternity like a vengeful hurricane of steel, fire, and death. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kishtaar''' || 6 || 6|| 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * ===Weapons=== {{Ranged Weapon|Death Whisperer x2|7|10|1|-|13|*'''Magical''' *'''Critical Fire''' *'''Ricochet'''- When this model directly hits an enemy model with an attack with this weapon, immediately after the attack is resolved this model can make another ranged attack with this weapon targeting another model within 4" of the model originally hit, ignoring LOS and this weapon's RNG. Attacks gained from Ricochet cannot generate additional attacks from Ricochet.}} {{Melee Weapon|Blade Strike x2|6|1|13|* '''Magical''' *'''Critical Fire'''}} === Feat: Pandemonium=== While in Kishtaar's control range, models in her battlegroup gain Reposition [3"]. Additionally, while in Kishtaar's control range models in her battlegroup gain an additional die on attack and damage rolls. Discard the lowest die in each roll. Pandemonium lasts for one turn. (at the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.) === Spells === {{Fire Group}} {{Open Fire}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == Kishtaar is a damage dealer who specializes in improving the quality of her cohort models, specifically their shooting. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} e3e537ac9460b95ce09e15309bc68129e7b9d4e1 471 470 2024-07-09T00:53:16Z Spacewizardfromhell 14 /* Weapons */ wikitext text/x-wiki == Kishtaar, The Howling Silence == The scion of a long line of feral hunters residing along the desolate Orgoth frontier, Kishtaar is a savage, unpredictable warrior who prefers to kill from afar. Forsaking the trackless wastes of those dark borderlands for the blood sports of the Orgoth arenas, Kishtaar made a name for herself taking on all comers, her fearsome death howls serving as her victims’ gateway to the silence of the Outer Abyss. Lacking either political ambition or higher purpose, Kishtaar focuses on the accumulation of souls for her Fellgoeth masters, knowing that one day she will rise from the ashes of eternity like a vengeful hurricane of steel, fire, and death. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kishtaar''' || 6 || 6|| 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * ===Weapons=== {{Ranged Weapon|Death Whisperer x2|7|10|1|-|13|*'''Magical''' *'''Critical Fire''' *'''Ricochet'''- When this model directly hits an enemy model with an attack with this weapon, immediately after the attack is resolved this model can make another ranged attack with this weapon targeting another model within 4" of the model originally hit, ignoring LOS and this weapon's RNG. Attacks gained from Ricochet cannot generate additional attacks from Ricochet.}} {{Melee Weapon|Blade Strike x2|6|1|13|* '''Magical''' *'''Critical Fire'''}} === Feat: Pandemonium=== While in Kishtaar's control range, models in her battlegroup gain Reposition [3"]. Additionally, while in Kishtaar's control range models in her battlegroup gain an additional die on attack and damage rolls. Discard the lowest die in each roll. Pandemonium lasts for one turn. (at the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.) === Spells === {{Fire Group}} {{Open Fire}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == Kishtaar is a damage dealer who specializes in improving the quality of her cohort models, specifically their shooting. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 38c613a5c1d637c773c4f58c237b220c1c6bd298 Template:Artifice of Deviation 10 138 476 2024-07-09T01:57:41Z Shamgi 22 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Artifice of Deviation</big> ''' || 2 || Ctrl || - || - || Up || No |- |colspan=7 style="text-align: left;"| Place a cloud effect template anywhere completely within the spellcaster's control range. While in..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Artifice of Deviation</big> ''' || 2 || Ctrl || - || - || Up || No |- |colspan=7 style="text-align: left;"| Place a cloud effect template anywhere completely within the spellcaster's control range. While in the template, friendly Faction models gain cover. Enemy models treat the template as rough terrain. |} 6f84c8bc6366ebabf7bc589bd3f1816b2d9e9147 Template:Deadeye 10 139 477 2024-07-09T01:58:57Z Shamgi 22 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Deadeye</big> ''' || 1 || 6 || - || - || - || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model gains an additional die on its next ranged attack roll this turn. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Deadeye</big> ''' || 1 || 6 || - || - || - || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model gains an additional die on its next ranged attack roll this turn. |} 0167b5a72ba886573c4551a21d80101fc57c3d88 Template:Scavenger's Blessing 10 140 478 2024-07-09T01:59:58Z Shamgi 22 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Vanish</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target model/unit gains Pathfinder and Prowl(While a model with Prowl has concealment, it gains Stealth) |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Vanish</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target model/unit gains Pathfinder and Prowl(While a model with Prowl has concealment, it gains Stealth) |} dfc159a737952d190a74d21d4373eaff88be8135 Template:Warpath 10 141 479 2024-07-09T02:02:35Z Shamgi 22 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Warpath</big> ''' || 3 || Self || Ctrl || - || Up || No |- |colspan=7 style="text-align: left;"| When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a mele..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Warpath</big> ''' || 3 || Self || Ctrl || - || Up || No |- |colspan=7 style="text-align: left;"| When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a melee or ranged attack during it's activation, immediately after the attack is resolved one Cohort model in the spellcaster's battlegroup that is in its control range can make an advance up to 3". A Cohort model can advance as a result of Warpath only once per turn. |} e93f997086c03e83e3a99662ac9a487b8bf78913 Main Page 0 1 480 113 2024-07-09T02:34:06Z Gedditoffme 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Warmachine Academy is a wiki dedicated to strategy for Warmachine Mk4! == How to use == Click on the sidebar, find your faction and explore. Or search for a model. If you disagree with what you see, hit 'edit' at the top and add your own insights. == For editors == There's still a lot of red links, or incomplete articles. We'd love your help, even if just for one model or one section. * [[Editors Style Guide]] gives some advice for editing * For consistency when making a new page, please copy an existing article and modify * Feel free to dive in, or only start with a single section of an article. * Don't know what you're doing? That's fine: doing is the best way to learn ** Search for guides on mediawiki code if you want to use advanced features ** Mistakes can be fixed Focus for now is on Mk4 factions, with Legacy a second priority. See [[Wiki Scope]] for more. eb5d03bb86a62c4edc80aab693ab8b4b0a5bdfd3 482 480 2024-07-09T02:36:04Z Gedditoffme 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Warmachine Academy is a wiki dedicated to strategy for Warmachine Mk4! [[File:Warmachine Academy Logo.png|thumb]] == How to use == Click on the sidebar, find your faction and explore. Or search for a model. If you disagree with what you see, hit 'edit' at the top and add your own insights. == For editors == There's still a lot of red links, or incomplete articles. We'd love your help, even if just for one model or one section. * [[Editors Style Guide]] gives some advice for editing * For consistency when making a new page, please copy an existing article and modify * Feel free to dive in, or only start with a single section of an article. * Don't know what you're doing? That's fine: doing is the best way to learn ** Search for guides on mediawiki code if you want to use advanced features ** Mistakes can be fixed Focus for now is on Mk4 factions, with Legacy a second priority. See [[Wiki Scope]] for more. ee745e03a9184147a9cb6b094e6785e90b1436b7 483 482 2024-07-09T02:36:43Z Gedditoffme 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Warmachine Academy is a wiki dedicated to strategy for Warmachine Mk4! [[File:Warmachine Academy Logo.png]] == How to use == Click on the sidebar, find your faction and explore. Or search for a model. If you disagree with what you see, hit 'edit' at the top and add your own insights. == For editors == There's still a lot of red links, or incomplete articles. We'd love your help, even if just for one model or one section. * [[Editors Style Guide]] gives some advice for editing * For consistency when making a new page, please copy an existing article and modify * Feel free to dive in, or only start with a single section of an article. * Don't know what you're doing? That's fine: doing is the best way to learn ** Search for guides on mediawiki code if you want to use advanced features ** Mistakes can be fixed Focus for now is on Mk4 factions, with Legacy a second priority. See [[Wiki Scope]] for more. 186f46b670382dfe3f65aa1a17092880201cfba2 File:Warmachine Academy Logo.png 6 142 481 2024-07-09T02:35:44Z Gedditoffme 2 wikitext text/x-wiki Logo 83fce8327410848c9eb609acb21732c7c0fec96a 484 481 2024-07-09T02:39:23Z Gedditoffme 2 Gedditoffme uploaded a new version of [[File:Warmachine Academy Logo.png]] wikitext text/x-wiki Logo 83fce8327410848c9eb609acb21732c7c0fec96a Orgoth Sea Raiders Rack 0 143 486 2024-07-09T03:03:37Z Gedditoffme 2 Created page with "{{Sea Raiders Rack List}} == Top Choices == * Wind storm is a very solid choice against nearly any amount of shooting (more than a couple hand cannons) - helping you approach or staying safe for your own shooting." wikitext text/x-wiki {{Sea Raiders Rack List}} == Top Choices == * Wind storm is a very solid choice against nearly any amount of shooting (more than a couple hand cannons) - helping you approach or staying safe for your own shooting. 69487690d6bea153609fce14f477861bab8c1505 487 486 2024-07-09T03:03:53Z Gedditoffme 2 wikitext text/x-wiki {{Sea Raider Rack List}} == Top Choices == * Wind storm is a very solid choice against nearly any amount of shooting (more than a couple hand cannons) - helping you approach or staying safe for your own shooting. a70cfd00fe82523dbf454f55bea076d505e36548 Template:Windstorm 10 144 488 2024-07-09T03:05:52Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Windstorm</big> ''' || 3 || Self || Ctrl || - || Rnd || No |- |colspan=7 style="text-align: left;"| When a friendly faction model is targeted by a ranged attack while in the spellcaster's control range, the..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Windstorm</big> ''' || 3 || Self || Ctrl || - || Rnd || No |- |colspan=7 style="text-align: left;"| When a friendly faction model is targeted by a ranged attack while in the spellcaster's control range, the attack suffers -3 RNG. Additionally while in the spellcaster's control range, friendly faction models gain Blast Resistance. Windstorm lasts for one round. |} cfd7fe80cfb3fd062c724c985692aa4c9cc54e59 Template:Unnatural Darkness 10 145 489 2024-07-09T03:07:57Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>{{PAGENAME}}</big> ''' || 2 || 8 || - || - || Rnd|| No |- |colspan=7 style="text-align: left;"| Center a cloud effect template on target friendly model. The cloud effect remains in play for one round. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>{{PAGENAME}}</big> ''' || 2 || 8 || - || - || Rnd|| No |- |colspan=7 style="text-align: left;"| Center a cloud effect template on target friendly model. The cloud effect remains in play for one round. |} 7f5a3f9eea8f72d2731cd0a078591e15ff9f7013 490 489 2024-07-09T03:08:38Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Unnatural Darkness</big> ''' || 2 || 8 || - || - || Rnd|| No |- |colspan=7 style="text-align: left;"| Center a cloud effect template on target friendly model. The cloud effect remains in play for one round. |} 47c24de3de2e9df3a0a3fb3b874687e9245fdba0 Template:Soul Fire 10 146 491 2024-07-09T03:10:52Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Soulfire</big> ''' || 2 || 10 || - || 11 || - || Yes |- |colspan=7 style="text-align: left;"| When a living, non-soulless enemy model is boxed by Soulfire, the spellcaster gains 1 focus, fury, or essence poi..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Soulfire</big> ''' || 2 || 10 || - || 11 || - || Yes |- |colspan=7 style="text-align: left;"| When a living, non-soulless enemy model is boxed by Soulfire, the spellcaster gains 1 focus, fury, or essence point and the boxed model is removed from play. If the spellcaster does not have a special rule that allows it to gain focus, fury, or essence points, it cannot gain a focus, fury or essence point as a result of Soulfire. |} c087bfaac03ede96a107dc85b7dc0b8c888e99ee Template:Silence of Death 10 147 492 2024-07-09T03:12:15Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Silence of Death</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly faction model/unit gains +2 to its melee attack damage rolls and Take Down. (Models disable..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Silence of Death</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly faction model/unit gains +2 to its melee attack damage rolls and Take Down. (Models disabled by a melee attack made by a model with Take Down cannot make a Tough roll. Models boxed by a melee attack made by a model with Take Down are removed form play.) |} e8c9dc0d991950e62b50cb374e3c6117176af244 Template:Second Sight 10 148 493 2024-07-09T03:12:52Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Second Sight</big> ''' || 2 || - || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly model gains Eyeless Sight. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Second Sight</big> ''' || 2 || - || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly model gains Eyeless Sight. |} f50396f44f6f3b981728565ba20e097d2a8e87a5 494 493 2024-07-09T03:13:05Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Second Sight</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly model gains Eyeless Sight. |} b88c90e65513775c8caddbffde9ad9f0c6b036c0 Template:Red Line 10 149 495 2024-07-09T03:14:36Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Redline</big> ''' || 2 || 6|| -|| - || Up || No |- |colspan=7 style="text-align: left;"| Target warjack in the spellcaster's battlegroup gains +2SPD and can run, charge or make slam or trample power attacks..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Redline</big> ''' || 2 || 6|| -|| - || Up || No |- |colspan=7 style="text-align: left;"| Target warjack in the spellcaster's battlegroup gains +2SPD and can run, charge or make slam or trample power attacks without spending focus. Additionally, the affected model gains +2 to its melee attack damage rolls and collateral damage rolls. At the end of each of its activations, the affected warjack suffers d3 damage points. |} 8b247f1729b53db8422f9896c034b9f575b360f4 Template:Death March 10 150 496 2024-07-09T03:15:53Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Death March</big> ''' || 3 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction unit gains +2 MAT and Vengeance. (During your Maintenance Phase, if one or more models i..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Death March</big> ''' || 3 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction unit gains +2 MAT and Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) |} cc76608977b981441636fbdb4a459a7e9d111af1 Template:Carnage 10 151 497 2024-07-09T03:16:40Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Carnage</big> ''' || 2 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| Friendly Faction models gain +2 to melee attack rolls against enemy models in the spellcaster's control rang..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Carnage</big> ''' || 2 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| Friendly Faction models gain +2 to melee attack rolls against enemy models in the spellcaster's control range. Carnage lasts for one turn. |} 3d3da112a336a10e7b3e55a440c201d845ef273b Template:Hex Blast 10 79 498 270 2024-07-09T03:20:07Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Hex Blast ''' || 3 || 10 || 2 || 13/8 || - || Yes |- |colspan=7 style="text-align: left;"| Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire. |} 3ad0bf79859451ff47dbd232526b0faf42708e1a Template:Inviolable Resolve 10 82 499 287 2024-07-09T03:20:10Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Inviolable Resolve ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains +2 ARM and cannot be knocked down or moved by a push or slam. |} ba54d36d03f553aa88d4f6f546b9e1f4ceb9a865 Template:Sea Raider Rack List 10 81 500 275 2024-07-09T03:21:23Z Gedditoffme 2 wikitext text/x-wiki === Sea Raider Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{Carnage}} {{Death March}} {{Hex Blast}} {{Inviolable Resolve}} {{Red Line}} {{Second Sight}} {{Silence of Death}} {{Soul Fire}} {{Unnatural Darkness}} {{Windstorm}} </div> </div> 53f1e4fb77815dd280993515f77200689f40a8ff Template:Sea Raider Rack List 10 81 501 500 2024-07-09T03:21:50Z Gedditoffme 2 wikitext text/x-wiki <div class="mw-collapsible mw-collapsed"> === Sea Raider Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{Carnage}} {{Death March}} {{Hex Blast}} {{Inviolable Resolve}} {{Red Line}} {{Second Sight}} {{Silence of Death}} {{Soul Fire}} {{Unnatural Darkness}} {{Windstorm}} </div> </div> c475084d4dbb011c408cfeaf7955784d6e0167ad Primus Jalaam 0 135 502 464 2024-07-09T03:24:13Z Shamgi 22 wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> The northern reaches of the Skorne Empire are a wild untamed place where beasts like the hydra and mammoth roam—only the fiercest of skorne prosper here. Among them is Primus Jalaam, one of the greatest hunters of his people, a cunning warlock who feels no shame killing his enemies at a distance. He is as effective stalking intelligent prey as are the beasts of his homeland. [[File:Jalaam.webm|thumb|Primus Jalaam]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 16 |} ===Abilities:=== '''Hunter''': This model ignores concealment and cover when making ranged attacks. '''Prey''': After deployment but before the first player's turn, choose an enemy model/unit to be this models/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey. '''Resourceful''': This model can upkeep spells on models in its battlegroup without spending focus or fury points ===Weapons=== {{Ranged Weapon|Reiver|7|12|1|-|10| *'''Magical''' *'''Pistol''' *'''Grievous Wounds''': A model hit by this weapon loses Tough and cannot have damage removed from it for one round. *'''Volume Fire''': Gain +1 to attack and damage rolls with this weapon against medium based models and +2 to attack and damage rolls against larger-based models. *'''Reload[1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} {{Melee Weapon|Blade|7|1|12| *'''Magical''' *'''Grievous Wounds''': A model hit by this weapon loses Tough and cannot have damage removed from it for one round.}} === Feat: Hide in Sight === When an enemy model makes an attack roll against a friend Faction model in Jalaam's control range, the enemy model rolls one less die. Hide in Sight lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Artifice of Deviation}} {{Deadeye}} {{Scavenger's Blessing}} {{Vanish}} {{Warpath}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Jalaam boasts high personal ranged output with his gun and the bevy of special rules to support it, while also extending the threat range of his army. His feat is massively powerful, and can often lead to opponents failing to kill a single model if used correctly. <!-- How do they do it, what do they excel at?--> * Jalaam has extremely reliable personal output with his gun: with prey to pick something to kill, Volume Fire and Hunter to make it much easier to hit, and Grievous Wounds to bypass healing effects, his ability to remove two troopers a turn, slowly chip away at a heavy, or threaten a caster means he can do a lot of things into a lot of matchups. * Warpath means the opponent must be extremely wary of his threat ranges, as Skorne beasts can reach some extremely long threats under his watch. * His feat allows him to cause some massive headaches, one less die causes major issues with enemy accuracy, and any sort of benefit that adds to defense, such as cover or attacking over an obstacle, can lead his models to be straight up unhittable by many things. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * At a 15/15, Jalaam is very fragile, and requires a ton of army support to ensure he can survive. This is not helped by the fact that Jalaam often wants to spend his entire fury stack, turn by turn, which can leave him extremely open to dying. He also lacks any sort of damage buff, which can hurt him into real heavy armor. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Army of the Western Reaches Footer}} c16133462c13e0f590bebc5b798a0ad51b163247 519 502 2024-07-09T05:18:23Z Shamgi 22 wikitext text/x-wiki === [[Primus Jalaam]] === <!-- Flavour text from official selling points --> The northern reaches of the Skorne Empire are a wild untamed place where beasts like the hydra and mammoth roam—only the fiercest of skorne prosper here. Among them is Primus Jalaam, one of the greatest hunters of his people, a cunning warlock who feels no shame killing his enemies at a distance. He is as effective stalking intelligent prey as are the beasts of his homeland. [[File:Jalaam.webm|thumb|Primus Jalaam]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 16 |} ===Abilities:=== '''Hunter''': This model ignores concealment and cover when making ranged attacks. '''Prey''': After deployment but before the first player's turn, choose an enemy model/unit to be this models/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey. '''Resourceful''': This model can upkeep spells on models in its battlegroup without spending focus or fury points ===Weapons=== {{Ranged Weapon|Reiver|7|12|1|-|10| *'''Magical''' *'''Pistol''' *'''Grievous Wounds''': A model hit by this weapon loses Tough and cannot have damage removed from it for one round. *'''Volume Fire''': Gain +1 to attack and damage rolls with this weapon against medium based models and +2 to attack and damage rolls against larger-based models. *'''Reload[1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} {{Melee Weapon|Blade|7|1|12| *'''Magical''' *'''Grievous Wounds''': A model hit by this weapon loses Tough and cannot have damage removed from it for one round.}} === Feat: Hide in Sight === When an enemy model makes an attack roll against a friend Faction model in Jalaam's control range, the enemy model rolls one less die. Hide in Sight lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Artifice of Deviation}} {{Deadeye}} {{Scavenger's Blessing}} {{Vanish}} {{Warpath}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Jalaam boasts high personal ranged output with his gun and the bevy of special rules to support it, while also extending the threat range of his army. His feat is massively powerful, and can often lead to opponents failing to kill a single model if used correctly. <!-- How do they do it, what do they excel at?--> * Jalaam has extremely reliable personal output with his gun: with prey to pick something to kill, Volume Fire and Hunter to make it much easier to hit, and Grievous Wounds to bypass healing effects, his ability to remove two troopers a turn, slowly chip away at a heavy, or threaten a caster means he can do a lot of things into a lot of matchups. * Warpath means the opponent must be extremely wary of his threat ranges, as Skorne beasts can reach some extremely long threats under his watch. * His feat allows him to cause some massive headaches, one less die causes major issues with enemy accuracy, and any sort of benefit that adds to defense, such as cover or attacking over an obstacle, can lead his models to be straight up unhittable by many things. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * At a 15/15, Jalaam is very fragile, and requires a ton of army support to ensure he can survive. This is not helped by the fact that Jalaam often wants to spend his entire fury stack, turn by turn, which can leave him extremely open to dying. He also lacks any sort of damage buff, which can hurt him into real heavy armor. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Army of the Western Reaches Footer}} 155907fc8896a0f942a458de9e5123577abd7921 Template:Scavenger's Blessing 10 140 503 478 2024-07-09T03:25:04Z Shamgi 22 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Scavenger's Blessing</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target model/unit gains Pathfinder and Prowl(While a model with Prowl has concealment, it gains Stealth) |} e2b4f486600bbaf608f006c0634a787b86057b10 Template:Fire Group 10 152 504 2024-07-09T03:26:03Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Hex Blast ''' || 2 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| While models in the spellcaster's battlegroup are in its control range, their ranged weapons gain +2 RNG. Fire Group last..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Hex Blast ''' || 2 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| While models in the spellcaster's battlegroup are in its control range, their ranged weapons gain +2 RNG. Fire Group lasts for one turn. |} b1b82d14cdd07fb5e53f4ed53a0f4072f5ce5ab9 Template:Dark Unraveling 10 153 505 2024-07-09T03:28:16Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Dark Unraveling ''' || 2 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, the weapons of models in its battlegroup gain Blessed and Damage Type:..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Dark Unraveling ''' || 2 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, the weapons of models in its battlegroup gain Blessed and Damage Type: Magical. Dark Unraveling lasts for one turn. |} 649a0d4b2d18f3e195d7ed050fb779d08ba0ec57 File:Suppressors.webp 6 154 506 2024-07-09T03:31:00Z Gedditoffme 2 wikitext text/x-wiki Suppressor official pic 566f844d96040ea68e26e2a8076f9ce376f1c9ef Man-O-War Suppressors 0 155 507 2024-07-09T03:58:09Z Gedditoffme 2 Created page with "== == <!-- Flavour text from official selling points --> The skilled engineers of the Khadoran Mechaniks Assembly have tirelessly sought for generations to continuously refine the Man-O-War armor that is undoubtedly one of their finest accomplishments. Over time, the great suits of steam-powered armor that grant a lone operator the strength and resilience of a dozen soldiers have become safer, simpler, and more efficient. The newest generation of this technology exempli..." wikitext text/x-wiki == == <!-- Flavour text from official selling points --> The skilled engineers of the Khadoran Mechaniks Assembly have tirelessly sought for generations to continuously refine the Man-O-War armor that is undoubtedly one of their finest accomplishments. Over time, the great suits of steam-powered armor that grant a lone operator the strength and resilience of a dozen soldiers have become safer, simpler, and more efficient. The newest generation of this technology exemplifies the citizen-hero philosophy of the Winter Korps, providing a weapon platform simple enough for any soldier to operate and yet amongst the most powerful yet devised. The Man-O-War Suppressor armor features a pair of rapid fire Hailstorm Cannons capable of unleashing withering fire on any enemy while providing unrivaled protection to its operator. [[File:Suppressors.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Man-O-War Suppressors''' || <!--Spd--> 4 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 10 || <!--Arm--> 19 || <!--HP--> 10 |} ===Abilities:=== * '''Bulldoze''' * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model *'''Sturdy''' This model cannot be pushed *'''Steady''' This model cannot become knocked down ===Weapons=== {{Ranged Weapon|<!--Name-->Hailer Cannons |<!--RAT-->5|<!--Rng-->10|<!--ROF-->1D3+1|<!--AOE-->-|<!--POW-->12| *'''Pistol''' *'''Volume Fire: ''' Gain +1 to attack and damage rolls with this weapon against medium-based models and +2 to attack and damage rolls against larger-based models}} {{Melee Weapon|<!--Name-->Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Suppressors are a solid, high-rof elite gun platform that can match up reliably against most targets. <!-- How do they do it, what do they excel at?--> * Their preferred targets are low-arm heavies - at an arm18 large base, the guns are pow14. If you always roll average and keep hitting, you can do 27 damage with a 3 man unit - effectively killing the target. Any change to arm from there can have a huge impact, due to low damage per shot but such high rof. * They are also very good against cavalry - as long as they hit. The same math as heavies applies, but cav are typically lower arm and only 5-8hp, and usually higher value per box than a heavy. * against mass infantry, their higher rof can work, but they struggle to hit more. * bulldoze, steady and sturdy combined with high arm and boxes means they can bully objectives, nudge opponents away and dare them to kill the Suppressors. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * At Rat 5 for a premium ranged unit, they can struggle to hit targets. Volume fire helps, but against smaller based models or higher def you might need some help. * They can struggle against magical anti shooting effects. Distraction, powder keg or similar spells can deny them shooting at all. Range reductions, stealth and the like can also hurt, since they are only rng10 to start. * Slow models at spd 4 and rng10. Their threat range is still decent: about 18" including placing 2 models 2" forwards, but they can take a while to get to objectives. * Similar to their upsides: any arm buffs on the target cause a huge reduction in output. If arm 18 means you do 3 damage a hit and can basically kill a heavy, arm 20 drops it to 1 damage a hit. == Synergy == <!-- Which models work well with this? --> * [[Winter Korps Snipers]] Dog with Mark Target helps them hit a lot more reliably against infantry and high-def targets. * [[Savaryn]] does magical things: Kill Order disproportionately increases their damage: giving them plus 2 to every damage roll. His feat ignores most defensive effects: cover and any arm buffs are huge. * Other help hitting, including [[Ekaterina]]'s Invocations of Wrath, [[Tatiana]]'s feat. [[Great Bear]]'s guns including Deep Freezer or Heavy Cannon can also apply knockdown or stationary to make suppressors hit nearly every time. * Against beasts or cavalry, [[Krueger3]] can spread -1 arm if he can get within 5" of the living target. * Can also increase their resilience, with Iron Flesh on the rack to make them arm21, [[Tatiana]]'s feat giving unyielding, and [[Krol]] giving Tough. == Tricks == <!-- dot point list of cool plays and combos--> * A {{Winter Korps Officer}} can give them Swift hunter, letting them move 2" after killing something. With a hit buff and target rich environment (against an infantry swarm), they can use these moves to surf up to 8". * With blessed (eg [[Savaryn]]'s feat) pretty effective at damaging [[Carver Ultimus]] War Boar: likely killing if they can get kill order too, or [[Krueger3]]. * Due to dual attack and pistol, if you're going all in on a heavy target, there's not much downside to charging to get an extra boosted pow10 melee attack (Bash). From there you can use your Hailer Cannons against that target with no downsides, although you can't shoot out of combat at other targets. {{Winter Korps Footer}} ffa76faadfbfe5cd5d5239992af31b9a63fe6b99 509 507 2024-07-09T04:00:10Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> ''The skilled engineers of the Khadoran Mechaniks Assembly have tirelessly sought for generations to continuously refine the Man-O-War armor that is undoubtedly one of their finest accomplishments. Over time, the great suits of steam-powered armor that grant a lone operator the strength and resilience of a dozen soldiers have become safer, simpler, and more efficient. The newest generation of this technology exemplifies the citizen-hero philosophy of the Winter Korps, providing a weapon platform simple enough for any soldier to operate and yet amongst the most powerful yet devised. The Man-O-War Suppressor armor features a pair of rapid fire Hailstorm Cannons capable of unleashing withering fire on any enemy while providing unrivaled protection to its operator.'' [[File:Suppressors.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Man-O-War Suppressors''' || <!--Spd--> 4 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 10 || <!--Arm--> 19 || <!--HP--> 10 |} ===Abilities:=== * '''Bulldoze''' * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model *'''Sturdy''' This model cannot be pushed *'''Steady''' This model cannot become knocked down ===Weapons=== {{Ranged Weapon|<!--Name-->Hailer Cannons |<!--RAT-->5|<!--Rng-->10|<!--ROF-->1D3+1|<!--AOE-->-|<!--POW-->12| *'''Pistol''' *'''Volume Fire: ''' Gain +1 to attack and damage rolls with this weapon against medium-based models and +2 to attack and damage rolls against larger-based models}} {{Melee Weapon|<!--Name-->Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Suppressors are a solid, high-rof elite gun platform that can match up reliably against most targets. <!-- How do they do it, what do they excel at?--> * Their preferred targets are low-arm heavies - at an arm18 large base, the guns are pow14. If you always roll average and keep hitting, you can do 27 damage with a 3 man unit - effectively killing the target. Any change to arm from there can have a huge impact, due to low damage per shot but such high rof. * They are also very good against cavalry - as long as they hit. The same math as heavies applies, but cav are typically lower arm and only 5-8hp, and usually higher value per box than a heavy. * against mass infantry, their higher rof can work, but they struggle to hit more. * bulldoze, steady and sturdy combined with high arm and boxes means they can bully objectives, nudge opponents away and dare them to kill the Suppressors. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * At Rat 5 for a premium ranged unit, they can struggle to hit targets. Volume fire helps, but against smaller based models or higher def you might need some help. * They can struggle against magical anti shooting effects. Distraction, powder keg or similar spells can deny them shooting at all. Range reductions, stealth and the like can also hurt, since they are only rng10 to start. * Slow models at spd 4 and rng10. Their threat range is still decent: about 18" including placing 2 models 2" forwards, but they can take a while to get to objectives. * Similar to their upsides: any arm buffs on the target cause a huge reduction in output. If arm 18 means you do 3 damage a hit and can basically kill a heavy, arm 20 drops it to 1 damage a hit. == Synergy == <!-- Which models work well with this? --> * [[Winter Korps Snipers]] Dog with Mark Target helps them hit a lot more reliably against infantry and high-def targets. * [[Savaryn]] does magical things: Kill Order disproportionately increases their damage: giving them plus 2 to every damage roll. His feat ignores most defensive effects: cover and any arm buffs are huge. * Other help hitting, including [[Baranova]]'s Invocations of Wrath, [[Sikora]]'s feat. [[Great Bear]]'s guns including Deep Freezer or Heavy Cannon can also apply knockdown or stationary to make suppressors hit nearly every time. * Against beasts or cavalry, [[Krueger3]] can spread -1 arm if he can get within 5" of the living target. * Can also increase their resilience, with Iron Flesh on the rack to make them arm21, [[Sikora]]'s feat giving unyielding, and [[Krol]] giving Tough. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Winter Korps Officer]] can give them Swift hunter, letting them move 2" after killing something. With a hit buff and target rich environment (against an infantry swarm), they can use these moves to surf up to 8". * With blessed (eg [[Savaryn]]'s feat) pretty effective at damaging [[Carver Ultimus]] War Boar: likely killing if they can get kill order too, or [[Krueger3]]. * Due to dual attack and pistol, if you're going all in on a heavy target, there's not much downside to charging to get an extra boosted pow10 melee attack (Bash). From there you can use your Hailer Cannons against that target with no downsides, although you can't shoot out of combat at other targets. {{Winter Korps Footer}} cb8eed89defc243fe49b87b9f72a52a431bb6bf3 512 509 2024-07-09T04:06:34Z Gedditoffme 2 wikitext text/x-wiki = Man-o-War Suppressors = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> <!-- Flavour text from official selling points --> ''The skilled engineers of the Khadoran Mechaniks Assembly have tirelessly sought for generations to continuously refine the Man-O-War armor that is undoubtedly one of their finest accomplishments. Over time, the great suits of steam-powered armor that grant a lone operator the strength and resilience of a dozen soldiers have become safer, simpler, and more efficient. The newest generation of this technology exemplifies the citizen-hero philosophy of the Winter Korps, providing a weapon platform simple enough for any soldier to operate and yet amongst the most powerful yet devised. The Man-O-War Suppressor armor features a pair of rapid fire Hailstorm Cannons capable of unleashing withering fire on any enemy while providing unrivaled protection to its operator.'' [[File:Suppressors.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Man-O-War Suppressors''' || <!--Spd--> 4 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 10 || <!--Arm--> 19 || <!--HP--> 10 |} ===Abilities:=== * '''Bulldoze''' * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model *'''Sturdy''' This model cannot be pushed *'''Steady''' This model cannot become knocked down ===Weapons=== {{Ranged Weapon|<!--Name-->Hailer Cannons |<!--RAT-->5|<!--Rng-->10|<!--ROF-->1D3+1|<!--AOE-->-|<!--POW-->12| *'''Pistol''' *'''Volume Fire: ''' Gain +1 to attack and damage rolls with this weapon against medium-based models and +2 to attack and damage rolls against larger-based models}} {{Melee Weapon|<!--Name-->Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Suppressors are a solid, high-rof elite gun platform that can match up reliably against most targets. <!-- How do they do it, what do they excel at?--> * Their preferred targets are low-arm heavies - at an arm18 large base, the guns are pow14. If you always roll average and keep hitting, you can do 27 damage with a 3 man unit - effectively killing the target. Any change to arm from there can have a huge impact, due to low damage per shot but such high rof. * They are also very good against cavalry - as long as they hit. The same math as heavies applies, but cav are typically lower arm and only 5-8hp, and usually higher value per box than a heavy. * against mass infantry, their higher rof can work, but they struggle to hit more. * bulldoze, steady and sturdy combined with high arm and boxes means they can bully objectives, nudge opponents away and dare them to kill the Suppressors. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * At Rat 5 for a premium ranged unit, they can struggle to hit targets. Volume fire helps, but against smaller based models or higher def you might need some help. * They can struggle against magical anti shooting effects. Distraction, powder keg or similar spells can deny them shooting at all. Range reductions, stealth and the like can also hurt, since they are only rng10 to start. * Slow models at spd 4 and rng10. Their threat range is still decent: about 18" including placing 2 models 2" forwards, but they can take a while to get to objectives. * Similar to their upsides: any arm buffs on the target cause a huge reduction in output. If arm 18 means you do 3 damage a hit and can basically kill a heavy, arm 20 drops it to 1 damage a hit. == Synergy == <!-- Which models work well with this? --> * [[Winter Korps Snipers]] Dog with Mark Target helps them hit a lot more reliably against infantry and high-def targets. * [[Savaryn]] does magical things: Kill Order disproportionately increases their damage: giving them plus 2 to every damage roll. His feat ignores most defensive effects: cover and any arm buffs are huge. * Other help hitting, including [[Baranova]]'s Invocations of Wrath, [[Sikora]]'s feat. [[Great Bear]]'s guns including Deep Freezer or Heavy Cannon can also apply knockdown or stationary to make suppressors hit nearly every time. * Against beasts or cavalry, [[Krueger3]] can spread -1 arm if he can get within 5" of the living target. * Can also increase their resilience, with Iron Flesh on the rack to make them arm21, [[Sikora]]'s feat giving unyielding, and [[Krol]] giving Tough. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Winter Korps Officer]] can give them Swift hunter, letting them move 2" after killing something. With a hit buff and target rich environment (against an infantry swarm), they can use these moves to surf up to 8". * With blessed (eg [[Savaryn]]'s feat) pretty effective at damaging [[Carver Ultimus]] War Boar: likely killing if they can get kill order too, or [[Krueger3]]. * Due to dual attack and pistol, if you're going all in on a heavy target, there's not much downside to charging to get an extra boosted pow10 melee attack (Bash). From there you can use your Hailer Cannons against that target with no downsides, although you can't shoot out of combat at other targets. {{Winter Korps Footer}} cbdd4fb1aed605872524a21db0363a9ad12d3355 Krueger3 0 156 508 2024-07-09T03:58:42Z Gedditoffme 2 Redirected page to [[Krueger, Wrath of Blighterghast]] wikitext text/x-wiki #REDIRECT [[Krueger, Wrath of Blighterghast]] 930d4e0d23ab27593156ffc02bed3f99bca3ad75 Brineblood Marauders Rack 0 100 510 351 2024-07-09T04:02:08Z Gedditoffme 2 wikitext text/x-wiki {{Brineblood Marauders Rack List}} == Top Choices == * 7eeb415dffcafb5e598601bf980109082b4552a6 Template:Brineblood Marauders Rack List 10 83 511 299 2024-07-09T04:03:12Z Gedditoffme 2 wikitext text/x-wiki <div class="mw-collapsible mw-collapsed"> === Brineblood Marauders Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{ Black Spot }} {{ Fortify }} {{ Fortune }} {{ Fury's Strength }} {{ Open Fire }} {{ Perdition }} {{ Powder Keg }} {{ Rough Seas }} {{ Tide Pool }} {{ Tides of War }} </div> </div> 0b072846a61e1519e2d6f8fde964c7a0216ec550 Model Blank Template 0 55 513 129 2024-07-09T04:07:24Z Gedditoffme 2 wikitext text/x-wiki = Model Name = <span style="font-size: 1.2em;">'''[[Faction]] [[Army]] [[Unit]]'''</span><!-- Flavour text from official selling points --> [[File:Shock Trooper Gunners.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--HP--> 5 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|<!--Name-->Cannon |<!--RAT-->6|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->15| *'''Beat Back''' *'''Critical Knockdown'''}} {{Melee Weapon|<!--Name-->Ice Hammer|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|* '''Critical Freeze'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Winter Korps Footer}} e003973d2a9d6972a696b1d4bcb0b8d97dca8eef 518 513 2024-07-09T04:09:51Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Faction]] [[Army]] [[Unit]]'''</span><!-- Flavour text from official selling points --> [[File:Shock Trooper Gunners.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--HP--> 5 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|<!--Name-->Cannon |<!--RAT-->6|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->15| *'''Beat Back''' *'''Critical Knockdown'''}} {{Melee Weapon|<!--Name-->Ice Hammer|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|* '''Critical Freeze'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Winter Korps Footer}} b4056a62fc2da4532be691da25f6c0bd1d86b9f4 Warcaster Blank Template 0 53 514 423 2024-07-09T04:08:11Z Gedditoffme 2 wikitext text/x-wiki = {{Pagename}} = <span style="font-size: 1.2em;">'''[[Faction]] [[Army]] [[Warjack]]'''</span> <!-- Flavour text from official selling points --> [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Name === === Spells === <!--Try to set templates for the spells, list them out--> Insert the Base Spell List via Templates like this: {{Sample Spell}} Players may choose 3 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} ddb04432c7549414d17d303ed4c03bbebe5d3d6a 515 514 2024-07-09T04:08:22Z Gedditoffme 2 wikitext text/x-wiki = {{Pagename}} = <span style="font-size: 1.2em;">'''[[Faction]] [[Army]] [[Warcaster]]'''</span> <!-- Flavour text from official selling points --> [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Name === === Spells === <!--Try to set templates for the spells, list them out--> Insert the Base Spell List via Templates like this: {{Sample Spell}} Players may choose 3 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 2d58427a67b1d23d7fe1b17d39c5b81e8256156f 516 515 2024-07-09T04:08:51Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Faction]] [[Army]] [[Warcaster]]'''</span> <!-- Flavour text from official selling points --> [[File:Ekaterina Web-400x400.png|thumb|Kapitan Ekaterina Baranova]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} ===Abilities:=== ===Weapons=== {{Ranged Weapon|Blade Pistol|6|8|1|-|10|*'''Pistol'''}} {{Melee Weapon|Blade|6|1|10|* '''Magical'''}} === Feat: Name === === Spells === <!--Try to set templates for the spells, list them out--> Insert the Base Spell List via Templates like this: {{Sample Spell}} Players may choose 3 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 7f6ba595e5f2002e71488467cf2a9e62ed213ece Warjack Loadout Blank Template 0 54 517 126 2024-07-09T04:09:29Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Faction]] [[Army]] [[Warjack]]'''</span> <!-- Flavour text from official selling points --> [[File:Dire Wolf.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 11 || <!--Arm--> 19 || <!--HP--> 30 |} ===Abilities:=== <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === === Right Arm === === Left Arm === <big>Flame Fist PC4</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Pistol''' *'''Fire type, Continuous fire'''}} {{Melee Weapon|<!--Name-->Open Fist|<!--MAT-->6|<!--RNG-->1|<!--POW-->14| * '''Throw'''}} <big>Heavy Chain Gun PC6</big> {{Ranged Weapon|<!--Name-->Heavy Chain Gun|<!--RAT-->5|<!--Rng-->10|<!--ROF-->D3+1|<!--AOE-->-|<!--POW-->12|*'''Volume Fire'''}} <big>Plow Shield PC4</big> {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Granted Girded:''' This model and friendly models B2B with it gain Resistance:Blast}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Winter Korps Footer}} cd5b6b36fe1b10bc6938dc0fba84c909fd41f40a File:Warmachine-Khador-ProductShot-2000x2000-InfantryA.webp 6 157 520 2024-07-09T05:30:32Z Challenger 7 wikitext text/x-wiki Winter Korps Infantry d87e83f4bf199738bf362ac447fe3227520210f1 Winter Korps Infantry 0 158 521 2024-07-09T05:59:52Z Challenger 7 First draft of WKI wikitext text/x-wiki = Winter Korps Infantry = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Warmachine-Khador-ProductShot-2000x2000-InfantryA.webp|thumb|right|alt=Winter Korps Infantry|Winter Korps Infantry]] ''The successor of Khador's venerable Border Legions, the Winter Korps is the Motherland's new citizen army. It is a well-trained and ably commanded fighting force of patriots far less reliant upon specialty elite units than the armies of Khador's recent past. The light Winter Korps Infantry are fielded in mix squads of riflemen alongside soldiers armed with heavier support weapon troopers armed with auto cannons, rockets, and fragmentation grenades. Such a combined arms approach has served the Winter Korps well, enabling them to counter both enemy infantry and armor.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Winter Korps Infantry''' || 6 || - || 5 || 5 || 13 || 13 || 1 |} 3 grunts 2 support weapons for 6pts ===Abilities:=== *'''Combined Ranged Attack''' *'''Support Weapons''' - Each time you add this unit to your army, choose two Support Weapon Troopers to add to the unit. You can add two of the same Support Weapon Trooper to the unit. The options for Support Weapon Troopers to add to this unit are Auto cannon, Grenade Porter, and Rocketeer. ===Weapons=== {{Ranged Weapon|Military Rifle|5|10|1|-|11|}} {{Melee Weapon|Hand Weapon|5|1|-|-|9|}} ==Support Weapons== {{Ranged Weapon|Auto Cannon|5|10|D3+1|-|12|*'''Lone Gunman''': When attacking with this weapon, this model cannot participate in combined ranged attacks. *'''Volume Fire''': Gain +1 to attack and damage rolls with this weapon against medium-based models and +2 to attack and damage rolls against larger-based models. *'''Take Up''' }} {{Ranged Weapon|Fragmentation Grenade|5|8|1|AOE2|12/6|*'''Lone Gunman''': When attacking with this weapon, this model cannot participate in combined ranged attacks. *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.}} {{Ranged Weapon|Rocket Launcher|5|8|1|AOE2|14/7|*'''Lone Gunman''': When attacking with this weapon, this model cannot participate in combined ranged attacks. *'''Jack Hunter''' *'''Take Up'''}} == Role and strengths == Winter Korps’ flexible all-purpose unit. * They have a great volume of attacks for cost, and can tailor to their local meta by choosing the guns that work best. * They are one of the few 5+ model units in the game that can be entirely equipped with AOEs. * Cheap - Sometimes this plays greatly in their favour if the opponent has quality attacks rather than a quantity of attacks. * Great avenging force triggers. * Their high model count means that it's easy to end up with survivors who can run to contest scenario. * Take-up on half the unit (with a banner) means you can occasionally deny your opponents some pretty important rules. * The first 3 models lost in the unit often barely reduce the output of the unit. == Downsides == * Fragile! They can't be deployed thoughtlessly because they lack blast resistance and typically die to anything that can hit them. * Often defaults to the autocannon because it has the widest amount of good match ups. * The Rocket Launcher is rarely, if ever, seen because it has a very narrow band of ideal targets. == Synergy == * [[Savaryn]]’s Kill Order improves them significantly: increasing both accuracy and damage. It makes them the most cost-effective unit in the army. Shield Guard order can also be used to help deliver your important models, as with a banner attached you make 6 shield guards.. * [[Baranova]]’s Invocations of Wrath can help fix their accuracy * [[Yana]]’s Battle Lust and Dash makes them a considerable threat to lighter armor (ARM 19 and below). Meanwhile, they offer Yana guns to sweep light infantry from her path. * [[Kontroller]] and [[Dire Wolf]] - both have girded which can help the WKI stay alive into AOEs. * [[Medveditsa]] Synergises well with both Yana and Winter Korps Infantry, allowing you to proc Avenging Force and Hand of Vengeance if the infantry are killed, and if they aren't Yana get's a 6-model weaponmaster unit. == Tricks == * Always take the banner * You can use Take-up to contest while being more spread out. For example, if there's a banner within 3" of an objective, and then the rest of the unit is 1" behind the banner but outside of 3", it means the banner will take multiple attacks to remove, and if your opponent over-commits you can just let the banner die and leave the rest of the unit. * Always think hard on your local meta before defaulting to the autocannon. Sometimes the grenade porters can be really strong. {{Winter Korps Footer}} 621541afa7cd8318ea0b5e1c9fa1338031823c78 Captain Athena di Baro 0 120 522 459 2024-07-09T06:02:23Z Gedditoffme 2 wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Barol]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. '''Polarity Field''': This model cannot be targeted by a charge or slam power attack made by a construct model. ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 3f5ac9a416ddfe7327fd53f667cf34fd0b644800 File:Krol.jpg 6 159 523 2024-07-09T06:32:15Z Challenger 7 wikitext text/x-wiki Krol 9fc8a319510c3247b7599a303c2701f3a85a60ff Sergeant Sergei Krol 0 160 524 2024-07-09T06:32:31Z Challenger 7 First draft of Krol's page wikitext text/x-wiki = Sergeant Sergei Krol = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''An affable and well-liked soldier, Krol is a brutal combatant on the battlefield. All his technical knowledge of mechanikal systems filters into a singularly destructive capacity to see weakness in any warjack to cross his path. His every attack that fells an iron behemoth is met with a peel of roaring laughter as the grinning jackal rains down more hell upon the batlefield.'' [[File:Krol.jpg|thumb|right|alt=Sergeant Sergei Krol|Sergeant Sergei Krol]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Sergeant Sergei Krol''' || 4 || - || 7 || 6 || 10 || 19 || 10 |} 5 points ===Abilities:=== *'''Unstoppable''' *'''Tough''' *'''Steady''' *'''Sturdy''' *'''Bulldoze''' *'''Resistance: Blast''' *'''Jack Hunter''' *'''Dual Attack''' *'''Leadership - Man-O-War''' - While within 10" of this model, friendly Man-O-War models gain Tough. *'''Repairable''' *'''Tune Up''' ===Weapons=== {{Ranged Weapon|Grenade Pod|6|10|1|AOE2|13/8|}} {{Ranged Weapon|Grenade Pod|6|10|1|AOE2|13/8|}} {{Ranged Weapon|Harpoon|6|8|1|-|13|*'''Skewer:''' When this model damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction.}} {{Melee Weapon|Heavy Drill|7|1|-|-|15|*'''Grievous Wounds'''}} == Role and strengths == A walking weapons platform - Winter Korps most elite character solo. * Provides passive support to other Man-O-War models by making them Tough - including Tatiana Sikora. * One of the only sources of pathfinder for Winter Korps jacks, and Tune-Up also happens to remove negative conditions while you're at it. * Makes a lot of attacks - if you face non-blast resistant infantry he is an absolute terror. * Very high damage output into Warjacks * Can drag 50mm models! == Downsides == * Slow - SPD4 isn't setting the world on fire and this means his drag is often a late-game consideration. * The slow speed means his tough aura might not be where it can cover 100% of your Man-O-War * Doesn't have pistol or gunfighter which means you have to be careful about wading into melee if you want to maximise his shooting. * A target on his back - Many opponents want Krol dead ASAP! == Synergy == * [[Savaryn]]’s Kill Order improves him significantly. A running theme from Savaryn. * Wants to be played with as many [[Man-o-War Suppressors]], [[Man-O-War Wrecking Crew]] and [[Kontroller]]'s as possible for his Tough aura. * [[Yana]]'s Dash is his only direct speed buff * [[Winter Korps Officer]]'s can apply the Swift Hunter battleplan to him which lets him advance up to 6" potentially between shots (or 4" further to enable a drag on a key target!) == Tricks == * His grenade pods have an auto hitting POW 8 so he can fire into melee to disengage other models from tarpit light infantry and not care if he hits or not. * Don't play him overly conservatively, he's not immortal but he's not an easy model to kill. * If you're planning on dragging an enemy warjack, shoot your grenade pods first because of the lack of pistol. This will lead to you landing three boosted POW 13s and a boosted POW 15 melee attack. * If the drag is unlikely do it early in a turn to see if you spike into a positive result that changes the rest of your turn instead of waiting and not having follow up if things go right. {{Winter Korps Footer}} 7434b8e517bdf97d94649a9a466e2d3819ee4214 525 524 2024-07-09T06:33:13Z Challenger 7 /* Weapons */ wikitext text/x-wiki = Sergeant Sergei Krol = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''An affable and well-liked soldier, Krol is a brutal combatant on the battlefield. All his technical knowledge of mechanikal systems filters into a singularly destructive capacity to see weakness in any warjack to cross his path. His every attack that fells an iron behemoth is met with a peel of roaring laughter as the grinning jackal rains down more hell upon the batlefield.'' [[File:Krol.jpg|thumb|right|alt=Sergeant Sergei Krol|Sergeant Sergei Krol]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Sergeant Sergei Krol''' || 4 || - || 7 || 6 || 10 || 19 || 10 |} 5 points ===Abilities:=== *'''Unstoppable''' *'''Tough''' *'''Steady''' *'''Sturdy''' *'''Bulldoze''' *'''Resistance: Blast''' *'''Jack Hunter''' *'''Dual Attack''' *'''Leadership - Man-O-War''' - While within 10" of this model, friendly Man-O-War models gain Tough. *'''Repairable''' *'''Tune Up''' ===Weapons=== {{Ranged Weapon|Grenade Pod|6|10|1|AOE2|13/8|}} {{Ranged Weapon|Grenade Pod|6|10|1|AOE2|13/8|}} {{Ranged Weapon|Harpoon|6|8|1|-|13|*'''Skewer:''' When this model damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction.}} {{Melee Weapon|Heavy Drill|7|1|15|-||*'''Grievous Wounds'''}} == Role and strengths == A walking weapons platform - Winter Korps most elite character solo. * Provides passive support to other Man-O-War models by making them Tough - including Tatiana Sikora. * One of the only sources of pathfinder for Winter Korps jacks, and Tune-Up also happens to remove negative conditions while you're at it. * Makes a lot of attacks - if you face non-blast resistant infantry he is an absolute terror. * Very high damage output into Warjacks * Can drag 50mm models! == Downsides == * Slow - SPD4 isn't setting the world on fire and this means his drag is often a late-game consideration. * The slow speed means his tough aura might not be where it can cover 100% of your Man-O-War * Doesn't have pistol or gunfighter which means you have to be careful about wading into melee if you want to maximise his shooting. * A target on his back - Many opponents want Krol dead ASAP! == Synergy == * [[Savaryn]]’s Kill Order improves him significantly. A running theme from Savaryn. * Wants to be played with as many [[Man-o-War Suppressors]], [[Man-O-War Wrecking Crew]] and [[Kontroller]]'s as possible for his Tough aura. * [[Yana]]'s Dash is his only direct speed buff * [[Winter Korps Officer]]'s can apply the Swift Hunter battleplan to him which lets him advance up to 6" potentially between shots (or 4" further to enable a drag on a key target!) == Tricks == * His grenade pods have an auto hitting POW 8 so he can fire into melee to disengage other models from tarpit light infantry and not care if he hits or not. * Don't play him overly conservatively, he's not immortal but he's not an easy model to kill. * If you're planning on dragging an enemy warjack, shoot your grenade pods first because of the lack of pistol. This will lead to you landing three boosted POW 13s and a boosted POW 15 melee attack. * If the drag is unlikely do it early in a turn to see if you spike into a positive result that changes the rest of your turn instead of waiting and not having follow up if things go right. {{Winter Korps Footer}} da36cef40b460a9423195ea3313e1cad40e939ea 526 525 2024-07-09T06:33:26Z Challenger 7 /* Weapons */ wikitext text/x-wiki = Sergeant Sergei Krol = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''An affable and well-liked soldier, Krol is a brutal combatant on the battlefield. All his technical knowledge of mechanikal systems filters into a singularly destructive capacity to see weakness in any warjack to cross his path. His every attack that fells an iron behemoth is met with a peel of roaring laughter as the grinning jackal rains down more hell upon the batlefield.'' [[File:Krol.jpg|thumb|right|alt=Sergeant Sergei Krol|Sergeant Sergei Krol]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Sergeant Sergei Krol''' || 4 || - || 7 || 6 || 10 || 19 || 10 |} 5 points ===Abilities:=== *'''Unstoppable''' *'''Tough''' *'''Steady''' *'''Sturdy''' *'''Bulldoze''' *'''Resistance: Blast''' *'''Jack Hunter''' *'''Dual Attack''' *'''Leadership - Man-O-War''' - While within 10" of this model, friendly Man-O-War models gain Tough. *'''Repairable''' *'''Tune Up''' ===Weapons=== {{Ranged Weapon|Grenade Pod|6|10|1|AOE2|13/8|}} {{Ranged Weapon|Grenade Pod|6|10|1|AOE2|13/8|}} {{Ranged Weapon|Harpoon|6|8|1|-|13|*'''Skewer:''' When this model damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction.}} {{Melee Weapon|Heavy Drill|7|1|15|*'''Grievous Wounds'''}} == Role and strengths == A walking weapons platform - Winter Korps most elite character solo. * Provides passive support to other Man-O-War models by making them Tough - including Tatiana Sikora. * One of the only sources of pathfinder for Winter Korps jacks, and Tune-Up also happens to remove negative conditions while you're at it. * Makes a lot of attacks - if you face non-blast resistant infantry he is an absolute terror. * Very high damage output into Warjacks * Can drag 50mm models! == Downsides == * Slow - SPD4 isn't setting the world on fire and this means his drag is often a late-game consideration. * The slow speed means his tough aura might not be where it can cover 100% of your Man-O-War * Doesn't have pistol or gunfighter which means you have to be careful about wading into melee if you want to maximise his shooting. * A target on his back - Many opponents want Krol dead ASAP! == Synergy == * [[Savaryn]]’s Kill Order improves him significantly. A running theme from Savaryn. * Wants to be played with as many [[Man-o-War Suppressors]], [[Man-O-War Wrecking Crew]] and [[Kontroller]]'s as possible for his Tough aura. * [[Yana]]'s Dash is his only direct speed buff * [[Winter Korps Officer]]'s can apply the Swift Hunter battleplan to him which lets him advance up to 6" potentially between shots (or 4" further to enable a drag on a key target!) == Tricks == * His grenade pods have an auto hitting POW 8 so he can fire into melee to disengage other models from tarpit light infantry and not care if he hits or not. * Don't play him overly conservatively, he's not immortal but he's not an easy model to kill. * If you're planning on dragging an enemy warjack, shoot your grenade pods first because of the lack of pistol. This will lead to you landing three boosted POW 13s and a boosted POW 15 melee attack. * If the drag is unlikely do it early in a turn to see if you spike into a positive result that changes the rest of your turn instead of waiting and not having follow up if things go right. {{Winter Korps Footer}} 1df26d80059b0e1567eedbc91e6b8b697ae067f9 File:Storm Legion Starter Banner.webp 6 161 527 2024-07-09T10:13:54Z Jlav 18 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Cygnar Storm Legion 0 42 528 425 2024-07-09T10:15:54Z Jlav 18 wikitext text/x-wiki [[File:Cygnar_Banner.webp|right|text-top|400px]] == Why Play Storm Legion == [[File:Storm Legion Starter Banner.webp|thumb]] Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. With prominent combinations of electrical themes and an abundance of ranged attack options, the Cygnar Storm Legion primarily make use of buffs to enhance armor and range and exploit attack lanes. == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === === [[Major Anson Wolfe]] === === [[Mechanik Adept Sparkhammer]] === == Warjacks == '''Light Chassis (40mm)''' *[[Courser]] '''Heavy Chassis (50mm)''' *[[Stryker]] *[[The General]] ==Solos== *[[Legionnaire Officer]] *[[Lieutenant Sara Brisbane]] *[[Sharpshooter]] *[[Specialist Tyson Vas]] *[[Weather Station]] *[[Zephyr]] ==Units== *[[Arcane Mechaniks]] *[[Storm Callers]] *[[Storm Lance Legionnaires]] *[[Storm Vanes]] *[[Stormblade Legionnaires]] *[[Stormguard Legionnaires]] *[[Stormthrower Legionnaires]] *[[Tempest Assailers]] *[[Tempest Thunderers]] ==Command Attachments== *[[Legionnaire Standard Bearer]] =Mercenaries= ==Mercenary Solos== *[[Alexia, Queen of the Damned]] *[[Carver Ultimus]] *[[Eilish Garrity, the Dark Traitor]] *[[Eiryss, Shadow of the Retribution]] *[[Krueger, Wrath of Blighterghast]] *[[Magnus the Unstoppable]] ==Mercenary Battle Engines== *[[Sky Bomber]] *[[Sky Raider]] {{Storm Legion Footer}} 59f0318e234f1c4d9bfa3b71a5f6558e97e58d16 537 528 2024-07-09T13:13:25Z Jlav 18 /* Captain Raef Huxley */ wikitext text/x-wiki [[File:Cygnar_Banner.webp|right|text-top|400px]] == Why Play Storm Legion == [[File:Storm Legion Starter Banner.webp|thumb]] Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. With prominent combinations of electrical themes and an abundance of ranged attack options, the Cygnar Storm Legion primarily make use of buffs to enhance armor and range and exploit attack lanes. == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === Clad in a galvanically charged suit of advanced ironhead armor, Captain Raef Huxely dominates any terrain he chooses to tread, whether striding across the earth or taking to the heavens above. With two potent configurations to choose from, Sky Stormer or Ground Assault, Huxley is prepared to meet any opposition thrown his way. === [[Major Anson Wolfe]] === === [[Mechanik Adept Sparkhammer]] === == Warjacks == '''Light Chassis (40mm)''' *[[Courser]] '''Heavy Chassis (50mm)''' *[[Stryker]] *[[The General]] ==Solos== *[[Legionnaire Officer]] *[[Lieutenant Sara Brisbane]] *[[Sharpshooter]] *[[Specialist Tyson Vas]] *[[Weather Station]] *[[Zephyr]] ==Units== *[[Arcane Mechaniks]] *[[Storm Callers]] *[[Storm Lance Legionnaires]] *[[Storm Vanes]] *[[Stormblade Legionnaires]] *[[Stormguard Legionnaires]] *[[Stormthrower Legionnaires]] *[[Tempest Assailers]] *[[Tempest Thunderers]] ==Command Attachments== *[[Legionnaire Standard Bearer]] =Mercenaries= ==Mercenary Solos== *[[Alexia, Queen of the Damned]] *[[Carver Ultimus]] *[[Eilish Garrity, the Dark Traitor]] *[[Eiryss, Shadow of the Retribution]] *[[Krueger, Wrath of Blighterghast]] *[[Magnus the Unstoppable]] ==Mercenary Battle Engines== *[[Sky Bomber]] *[[Sky Raider]] {{Storm Legion Footer}} 41a3dd8337ebac889f6f3b66ba44c568340ea4ee File:Warmachine-Cygnar-Hux.webp 6 162 529 2024-07-09T10:18:17Z Jlav 18 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Captain Raef Huxley 0 163 530 2024-07-09T10:44:07Z Jlav 18 Created page with "=== [[Captain Raef Huxley]] === <!-- Flavour text from official selling points --> Captain Raef Huxely Warcaster Clad in a galvanically charged suit of advanced ironhead armor, Captain Raef Huxely dominates any terrain he chooses to tread, whether striding across the earth or taking to the heavens above. With two potent configurations to choose from, Sky Stormer or Ground Assault, Huxley is prepared to meet any opposition thrown his way. When taking to the air, he becom..." wikitext text/x-wiki === [[Captain Raef Huxley]] === <!-- Flavour text from official selling points --> Captain Raef Huxely Warcaster Clad in a galvanically charged suit of advanced ironhead armor, Captain Raef Huxely dominates any terrain he chooses to tread, whether striding across the earth or taking to the heavens above. With two potent configurations to choose from, Sky Stormer or Ground Assault, Huxley is prepared to meet any opposition thrown his way. When taking to the air, he becomes a swift-moving melee powerhouse capable of breathtaking feats of manoeuvrability. While on the ground, the full power of his suit is channelled to his devastating Heavy Mag Bolter, one of the heaviest weapons available to the Storm Legion's Stryker heavy warjack. ==Huxley 1 (Sky Stormer)== [[File:Warmachine-Cygnar-Hux.webp|thumb|Captain Raef Huxley]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 24 |} ===Abilities:=== '''Battle Configuration''': Before the start of the game and at the start of each of your Maintenance Phases after your first turn, choose a configuration for this model to take: Sky Stormer or Ground Assault. Use that configuration's stats and rules for one round. '''Reposition - 3"''': At the end of an activation in which it did not run or fail a charge, a model with Reposition - 3" can advance up to 3", then its activation ends. '''Field Marshal - Reposition 3"''': Cohort Models in this model's battlegroup gain Reposition - 3". At the end of an activation in which it did not run or fail a charge, a model with Reposition - 3" can advance up to 3", then its activation ends. '''Flying High''': Ranged attacks targeting this model suffer -3RNG. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight. '''Repairable''': This model can be targeted with Repair special actions as if it were a construct model. ===Weapons=== {{Ranged Weapon|Heavy Mag-Bolter (Power to the Thrusters)|6|10|1|-|6|*'''Armor-Piercing''': When calculating damage from this weapon, halve the base ARM stats of models hit.}} {{Melee Weapon|Force Shield Fist|7|1|15|* '''Magical''' *'''Buckler''': Add +1 ARM to this model *'''Throw Power Attack''': This model may make throw power attacks *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} ==Huxley 1 (Ground Assault)== === Statistics: === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 24 |} ===Abilities:=== '''Arcane Precision''': If this model uses its Normal Movement to aim, it ignores cloud effects when determining LOS and ignores Stealth that activation. '''Battle Configuration''': Before the start of the game and at the start of each of your Maintenance Phases after your first turn, choose a configuration for this model to take: Sky Stormer or Ground Assault. Use that configuration's stats and rules for one round. '''Field Marshal Pathfinder''': Cohort models in this model's battlegroup gain Pathfinder. '''Repairable''': This model can be targeted with Repair special actions as if it were a construct model. '''Steady''': This model cannot become knocked down '''Sturdy''': This model cannot be pushed ===Weapons=== {{Ranged Weapon|Heavy Mag-Bolter (Full Power)|7|14|1|-|8|*'''Armor-Piercing''': When calculating damage from this weapon, halve the base ARM stats of models hit. *'''Siege Weapon''': This weapon gains an additional die to its damage rolls against buildings and huge-based models}} {{Melee Weapon|Force Shield Fist|6|1|14|* '''Magical''' *'''Buckler''': Add +1 ARM to this model *'''Throw Power Attack''': This model may make throw power attacks *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} === Feat: Initiate Full Auxiliary Power === Huxley gains up to 6 focus points. He cannot have more focus points than his current ARC as a result of Initiate Full Auxiliary Power. Huxley can then immediately allocate focus points to warjacks in his battlegroup. === Spells === <!--Try to set templates for the spells, list them out--> {{Fail-Safe}} {{Full Throttle}} {{Ground Zero}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 827355255a41feeb74adca6499547f0780caf386 531 530 2024-07-09T10:45:28Z Jlav 18 /* Abilities: */ wikitext text/x-wiki === [[Captain Raef Huxley]] === <!-- Flavour text from official selling points --> Captain Raef Huxely Warcaster Clad in a galvanically charged suit of advanced ironhead armor, Captain Raef Huxely dominates any terrain he chooses to tread, whether striding across the earth or taking to the heavens above. With two potent configurations to choose from, Sky Stormer or Ground Assault, Huxley is prepared to meet any opposition thrown his way. When taking to the air, he becomes a swift-moving melee powerhouse capable of breathtaking feats of manoeuvrability. While on the ground, the full power of his suit is channelled to his devastating Heavy Mag Bolter, one of the heaviest weapons available to the Storm Legion's Stryker heavy warjack. ==Huxley 1 (Sky Stormer)== [[File:Warmachine-Cygnar-Hux.webp|thumb|Captain Raef Huxley]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 24 |} ===Abilities:=== *'''Battle Configuration''': Before the start of the game and at the start of each of your Maintenance Phases after your first turn, choose a configuration for this model to take: Sky Stormer or Ground Assault. Use that configuration's stats and rules for one round. *'''Reposition - 3"''': At the end of an activation in which it did not run or fail a charge, a model with Reposition - 3" can advance up to 3", then its activation ends. *'''Field Marshal - Reposition 3"''': Cohort Models in this model's battlegroup gain Reposition - 3". At the end of an activation in which it did not run or fail a charge, a model with Reposition - 3" can advance up to 3", then its activation ends. *'''Flying High''': Ranged attacks targeting this model suffer -3RNG. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight. *'''Repairable''': This model can be targeted with Repair special actions as if it were a construct model. ===Weapons=== {{Ranged Weapon|Heavy Mag-Bolter (Power to the Thrusters)|6|10|1|-|6|*'''Armor-Piercing''': When calculating damage from this weapon, halve the base ARM stats of models hit.}} {{Melee Weapon|Force Shield Fist|7|1|15|* '''Magical''' *'''Buckler''': Add +1 ARM to this model *'''Throw Power Attack''': This model may make throw power attacks *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} ==Huxley 1 (Ground Assault)== === Statistics: === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 24 |} ===Abilities:=== '''Arcane Precision''': If this model uses its Normal Movement to aim, it ignores cloud effects when determining LOS and ignores Stealth that activation. '''Battle Configuration''': Before the start of the game and at the start of each of your Maintenance Phases after your first turn, choose a configuration for this model to take: Sky Stormer or Ground Assault. Use that configuration's stats and rules for one round. '''Field Marshal Pathfinder''': Cohort models in this model's battlegroup gain Pathfinder. '''Repairable''': This model can be targeted with Repair special actions as if it were a construct model. '''Steady''': This model cannot become knocked down '''Sturdy''': This model cannot be pushed ===Weapons=== {{Ranged Weapon|Heavy Mag-Bolter (Full Power)|7|14|1|-|8|*'''Armor-Piercing''': When calculating damage from this weapon, halve the base ARM stats of models hit. *'''Siege Weapon''': This weapon gains an additional die to its damage rolls against buildings and huge-based models}} {{Melee Weapon|Force Shield Fist|6|1|14|* '''Magical''' *'''Buckler''': Add +1 ARM to this model *'''Throw Power Attack''': This model may make throw power attacks *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} === Feat: Initiate Full Auxiliary Power === Huxley gains up to 6 focus points. He cannot have more focus points than his current ARC as a result of Initiate Full Auxiliary Power. Huxley can then immediately allocate focus points to warjacks in his battlegroup. === Spells === <!--Try to set templates for the spells, list them out--> {{Fail-Safe}} {{Full Throttle}} {{Ground Zero}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} a9c89200590de90f607da2485310f331357a1023 532 531 2024-07-09T10:45:49Z Jlav 18 /* Abilities: */ wikitext text/x-wiki === [[Captain Raef Huxley]] === <!-- Flavour text from official selling points --> Captain Raef Huxely Warcaster Clad in a galvanically charged suit of advanced ironhead armor, Captain Raef Huxely dominates any terrain he chooses to tread, whether striding across the earth or taking to the heavens above. With two potent configurations to choose from, Sky Stormer or Ground Assault, Huxley is prepared to meet any opposition thrown his way. When taking to the air, he becomes a swift-moving melee powerhouse capable of breathtaking feats of manoeuvrability. While on the ground, the full power of his suit is channelled to his devastating Heavy Mag Bolter, one of the heaviest weapons available to the Storm Legion's Stryker heavy warjack. ==Huxley 1 (Sky Stormer)== [[File:Warmachine-Cygnar-Hux.webp|thumb|Captain Raef Huxley]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 24 |} ===Abilities:=== *'''Battle Configuration''': Before the start of the game and at the start of each of your Maintenance Phases after your first turn, choose a configuration for this model to take: Sky Stormer or Ground Assault. Use that configuration's stats and rules for one round. *'''Reposition - 3"''': At the end of an activation in which it did not run or fail a charge, a model with Reposition - 3" can advance up to 3", then its activation ends. *'''Field Marshal - Reposition 3"''': Cohort Models in this model's battlegroup gain Reposition - 3". At the end of an activation in which it did not run or fail a charge, a model with Reposition - 3" can advance up to 3", then its activation ends. *'''Flying High''': Ranged attacks targeting this model suffer -3RNG. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight. *'''Repairable''': This model can be targeted with Repair special actions as if it were a construct model. ===Weapons=== {{Ranged Weapon|Heavy Mag-Bolter (Power to the Thrusters)|6|10|1|-|6|*'''Armor-Piercing''': When calculating damage from this weapon, halve the base ARM stats of models hit.}} {{Melee Weapon|Force Shield Fist|7|1|15|* '''Magical''' *'''Buckler''': Add +1 ARM to this model *'''Throw Power Attack''': This model may make throw power attacks *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} ==Huxley 1 (Ground Assault)== === Statistics: === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 24 |} ===Abilities:=== *'''Arcane Precision''': If this model uses its Normal Movement to aim, it ignores cloud effects when determining LOS and ignores Stealth that activation. *'''Battle Configuration''': Before the start of the game and at the start of each of your Maintenance Phases after your first turn, choose a configuration for this model to take: Sky Stormer or Ground Assault. Use that configuration's stats and rules for one round. *'''Field Marshal Pathfinder''': Cohort models in this model's battlegroup gain Pathfinder. *'''Repairable''': This model can be targeted with Repair special actions as if it were a construct model. *'''Steady''': This model cannot become knocked down *'''Sturdy''': This model cannot be pushed ===Weapons=== {{Ranged Weapon|Heavy Mag-Bolter (Full Power)|7|14|1|-|8|*'''Armor-Piercing''': When calculating damage from this weapon, halve the base ARM stats of models hit. *'''Siege Weapon''': This weapon gains an additional die to its damage rolls against buildings and huge-based models}} {{Melee Weapon|Force Shield Fist|6|1|14|* '''Magical''' *'''Buckler''': Add +1 ARM to this model *'''Throw Power Attack''': This model may make throw power attacks *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} === Feat: Initiate Full Auxiliary Power === Huxley gains up to 6 focus points. He cannot have more focus points than his current ARC as a result of Initiate Full Auxiliary Power. Huxley can then immediately allocate focus points to warjacks in his battlegroup. === Spells === <!--Try to set templates for the spells, list them out--> {{Fail-Safe}} {{Full Throttle}} {{Ground Zero}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 71cbd1d08d9974e2883dea33160650ffbffa4bf4 533 532 2024-07-09T12:25:05Z Jlav 18 wikitext text/x-wiki === [[Captain Raef Huxley]] === <!-- Flavour text from official selling points --> Clad in a galvanically charged suit of advanced ironhead armor, Captain Raef Huxely dominates any terrain he chooses to tread, whether striding across the earth or taking to the heavens above. With two potent configurations to choose from, Sky Stormer or Ground Assault, Huxley is prepared to meet any opposition thrown his way. When taking to the air, he becomes a swift-moving melee powerhouse capable of breathtaking feats of manoeuvrability. While on the ground, the full power of his suit is channelled to his devastating Heavy Mag Bolter, one of the heaviest weapons available to the Storm Legion's Stryker heavy warjack. ==Huxley 1 (Sky Stormer)== [[File:Warmachine-Cygnar-Hux.webp|thumb|Captain Raef Huxley]] ==Attributes== *'''Large Base (50mm)''' *'''Unstoppable''' *'''Flight''' *'''Dual Attack''' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 24 |} ===Abilities:=== *'''Battle Configuration''': Before the start of the game and at the start of each of your Maintenance Phases after your first turn, choose a configuration for this model to take: Sky Stormer or Ground Assault. Use that configuration's stats and rules for one round. *'''Reposition - 3"''': At the end of an activation in which it did not run or fail a charge, a model with Reposition - 3" can advance up to 3", then its activation ends. *'''Field Marshal - Reposition 3"''': Cohort Models in this model's battlegroup gain Reposition - 3". At the end of an activation in which it did not run or fail a charge, a model with Reposition - 3" can advance up to 3", then its activation ends. *'''Flying High''': Ranged attacks targeting this model suffer -3RNG. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight. *'''Repairable''': This model can be targeted with Repair special actions as if it were a construct model. ===Weapons=== {{Ranged Weapon|Heavy Mag-Bolter (Power to the Thrusters)|6|10|1|-|6|*'''Armor-Piercing''': When calculating damage from this weapon, halve the base ARM stats of models hit.}} {{Melee Weapon|Force Shield Fist|7|1|15|* '''Magical''' *'''Buckler''': Add +1 ARM to this model *'''Throw Power Attack''': This model may make throw power attacks *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} ==Huxley 1 (Ground Assault)== ==Attributes== *'''Large Base (50mm)''' *'''Gunfighter''' *'''Dual Attack''' === Statistics: === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 24 |} ===Abilities:=== *'''Arcane Precision''': If this model uses its Normal Movement to aim, it ignores cloud effects when determining LOS and ignores Stealth that activation. *'''Battle Configuration''': Before the start of the game and at the start of each of your Maintenance Phases after your first turn, choose a configuration for this model to take: Sky Stormer or Ground Assault. Use that configuration's stats and rules for one round. *'''Field Marshal Pathfinder''': Cohort models in this model's battlegroup gain Pathfinder. *'''Repairable''': This model can be targeted with Repair special actions as if it were a construct model. *'''Steady''': This model cannot become knocked down *'''Sturdy''': This model cannot be pushed ===Weapons=== {{Ranged Weapon|Heavy Mag-Bolter (Full Power)|7|14|1|-|8|*'''Armor-Piercing''': When calculating damage from this weapon, halve the base ARM stats of models hit. *'''Siege Weapon''': This weapon gains an additional die to its damage rolls against buildings and huge-based models}} {{Melee Weapon|Force Shield Fist|6|1|14|* '''Magical''' *'''Buckler''': Add +1 ARM to this model *'''Throw Power Attack''': This model may make throw power attacks *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} === Feat: Initiate Full Auxiliary Power === Huxley gains up to 6 focus points. He cannot have more focus points than his current ARC as a result of Initiate Full Auxiliary Power. Huxley can then immediately allocate focus points to warjacks in his battlegroup. === Spells === <!--Try to set templates for the spells, list them out--> {{Fail-Safe}} {{Full Throttle}} {{Ground Zero}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 73abdd2eab25f73ee54d43c0c5ab936458a152fc 538 533 2024-07-09T13:35:07Z Jlav 18 wikitext text/x-wiki === [[Captain Raef Huxley]] === <!-- Flavour text from official selling points --> Clad in a galvanically charged suit of advanced ironhead armor, Captain Raef Huxely dominates any terrain he chooses to tread, whether striding across the earth or taking to the heavens above. With two potent configurations to choose from, Sky Stormer or Ground Assault, Huxley is prepared to meet any opposition thrown his way. When taking to the air, he becomes a swift-moving melee powerhouse capable of breathtaking feats of manoeuvrability. While on the ground, the full power of his suit is channelled to his devastating Heavy Mag Bolter, one of the heaviest weapons available to the Storm Legion's Stryker heavy warjack. ==Huxley 1 (Sky Stormer)== [[File:Warmachine-Cygnar-Hux.webp|thumb|Captain Raef Huxley]] ==Attributes== *'''Large Base (50mm)''' *'''Unstoppable''' *'''Flight''' *'''Dual Attack''' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 24 |} ===Abilities:=== *'''Battle Configuration''': Before the start of the game and at the start of each of your Maintenance Phases after your first turn, choose a configuration for this model to take: Sky Stormer or Ground Assault. Use that configuration's stats and rules for one round. *'''Reposition - 3"''': At the end of an activation in which it did not run or fail a charge, a model with Reposition - 3" can advance up to 3", then its activation ends. *'''Field Marshal - Reposition 3"''': Cohort Models in this model's battlegroup gain Reposition - 3". At the end of an activation in which it did not run or fail a charge, a model with Reposition - 3" can advance up to 3", then its activation ends. *'''Flying High''': Ranged attacks targeting this model suffer -3RNG. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight. *'''Repairable''': This model can be targeted with Repair special actions as if it were a construct model. ===Weapons=== {{Ranged Weapon|Heavy Mag-Bolter (Power to the Thrusters)|6|10|1|-|6|*'''Armor-Piercing''': When calculating damage from this weapon, halve the base ARM stats of models hit.}} {{Melee Weapon|Force Shield Fist|7|1|15|* '''Magical''' *'''Buckler''': Add +1 ARM to this model *'''Throw Power Attack''': This model may make throw power attacks *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} ==Huxley 1 (Ground Assault)== ==Attributes== *'''Large Base (50mm)''' *'''Gunfighter''' *'''Dual Attack''' === Statistics: === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 24 |} ===Abilities:=== *'''Arcane Precision''': If this model uses its Normal Movement to aim, it ignores cloud effects when determining LOS and ignores Stealth that activation. *'''Battle Configuration''': Before the start of the game and at the start of each of your Maintenance Phases after your first turn, choose a configuration for this model to take: Sky Stormer or Ground Assault. Use that configuration's stats and rules for one round. *'''Field Marshal Pathfinder''': Cohort models in this model's battlegroup gain Pathfinder. *'''Repairable''': This model can be targeted with Repair special actions as if it were a construct model. *'''Steady''': This model cannot become knocked down *'''Sturdy''': This model cannot be pushed ===Weapons=== {{Ranged Weapon|Heavy Mag-Bolter (Full Power)|7|14|1|-|8|*'''Armor-Piercing''': When calculating damage from this weapon, halve the base ARM stats of models hit. *'''Siege Weapon''': This weapon gains an additional die to its damage rolls against buildings and huge-based models}} {{Melee Weapon|Force Shield Fist|6|1|14|* '''Magical''' *'''Buckler''': Add +1 ARM to this model *'''Throw Power Attack''': This model may make throw power attacks *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} === Feat: Initiate Full Auxiliary Power === Huxley gains up to 6 focus points. He cannot have more focus points than his current ARC as a result of Initiate Full Auxiliary Power. Huxley can then immediately allocate focus points to warjacks in his battlegroup. === Spells === <!--Try to set templates for the spells, list them out--> {{Fail-Safe}} {{Full Throttle}} {{Ground Zero}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> *'''The Jackhammer''': Huxley's base spells and abilities match well with supporting a battlegroup, and thanks to his feat he can make one warjack into a spectacular Jackhammer. Combine, for example, a Stryker Warjack with the following specs: Head: Overtake, RA: Voltaic Hammer, LA: Galvanic Shield. With Fail-Safe on it, you have an ARM 22, unchargeable warjack that helps get it into position, setup for a feat turn where after loading it up, putting Electrify on it and Full throttle up, you could use Jackhammer to insert 3xPOW 20, basic attacks that have a chance to knock down an opponent and, if you're in the Ground Assault configuration, your Striker benefits from pathfinder while still having all of its initial attacks ready to go with a free charge and 3 focus to keep on beating on stuff. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 960be11151bbb0c6f5c9f2ea383d010b1043a127 Convergence of Cyriss 0 57 534 171 2024-07-09T12:26:07Z Nequid 24 /* Why Play Convergence of Cyriss */ wikitext text/x-wiki == Why Play Convergence of Cyriss == In terms of playstyle, they are all about inter-model synergies, with your entire army interacting like cogs in a clock. This means they are unbelievably demanding when it comes to synergy, and while they can do powerful focus shenanigans and synergize their units like the best of 'em, they demand a skillful player. <br><br> '''Vectors'''<br> Convergence Warjacks are specialized machines called "Vectors" - each a triumph of engineering, and an act of worship to the Maiden of Gears. ''Interface Node'': Vectors do not use Cortexes. As such, they are completely immune to any effect requiring a 'functional cortex', or that deals damage directly to cortex boxes.<br> ''No Power Up'': Vectors do not Power Up at the start of the Convergence turn.<br> ''Focus Induction'': When a Vector spends a Focus point, it may give that focus to another Warjack within the 9", provided it is from the same battlegroup.<br> Note that this does not allow a Vector to go above the normal 3 focus point limit. ''Vector Mat/Rat'': Convergence Vectors do not have their own Mat/Rat value; instead they use the Mat and Rat of their controlling Warcaster.<br> This means that Vectors are completely immune to effects that increase or decrease their Mat/Rat - however, any such effect on their controller will be passed along to the entire battlegroup. <br><br> '''Field Marshal'''<br> As Convergence Warcasters control their Vectors directly, the majority of them carry a unique Field Marshal ability that can specialize the way they work. <br><br> '''Clockwork Vessel'''<br> Being magically transmuted into clockwork bodies, nearly the entire army are Construct models. Being Constructs makes the army immune to things that affect living models, such as Poison. However, it does make them more susceptible to anti-construct abilities. Also, they may be robots, but they're still being piloted by a soul; enemy Soul Takers will still gain souls from them. == Which Caster is for me? == e402298f7e4d1fe352a167fadb09358a4610b0a1 535 534 2024-07-09T12:29:33Z Nequid 24 /* Which Caster is for me? */ wikitext text/x-wiki == Why Play Convergence of Cyriss == In terms of playstyle, they are all about inter-model synergies, with your entire army interacting like cogs in a clock. This means they are unbelievably demanding when it comes to synergy, and while they can do powerful focus shenanigans and synergize their units like the best of 'em, they demand a skillful player. <br><br> '''Vectors'''<br> Convergence Warjacks are specialized machines called "Vectors" - each a triumph of engineering, and an act of worship to the Maiden of Gears. ''Interface Node'': Vectors do not use Cortexes. As such, they are completely immune to any effect requiring a 'functional cortex', or that deals damage directly to cortex boxes.<br> ''No Power Up'': Vectors do not Power Up at the start of the Convergence turn.<br> ''Focus Induction'': When a Vector spends a Focus point, it may give that focus to another Warjack within the 9", provided it is from the same battlegroup.<br> Note that this does not allow a Vector to go above the normal 3 focus point limit. ''Vector Mat/Rat'': Convergence Vectors do not have their own Mat/Rat value; instead they use the Mat and Rat of their controlling Warcaster.<br> This means that Vectors are completely immune to effects that increase or decrease their Mat/Rat - however, any such effect on their controller will be passed along to the entire battlegroup. <br><br> '''Field Marshal'''<br> As Convergence Warcasters control their Vectors directly, the majority of them carry a unique Field Marshal ability that can specialize the way they work. <br><br> '''Clockwork Vessel'''<br> Being magically transmuted into clockwork bodies, nearly the entire army are Construct models. Being Constructs makes the army immune to things that affect living models, such as Poison. However, it does make them more susceptible to anti-construct abilities. Also, they may be robots, but they're still being piloted by a soul; enemy Soul Takers will still gain souls from them. == Which Caster is for me? == <br> Each Convergence Warcaster tends to be specialized in a particular way, due to their Mat/Rat setup, and their Field Marshal. <br> Aurora 1, for example, lends herself towards a more Warrior Model focused list, while Axis 1 encourages a melee focused list, due to his low Rat score. <br> It is worth experimenting with each 'Caster to find what suits your playstyle - I will offer suggestions as to what each 'Caster excels with in their own respective articles. c75ca8aaa93884ec389f5d979939c2544c0aa049 536 535 2024-07-09T12:54:34Z Nequid 24 wikitext text/x-wiki == Why Play Convergence of Cyriss == In terms of playstyle, they are all about inter-model synergies, with your entire army interacting like cogs in a clock. This means they are unbelievably demanding when it comes to synergy, and while they can do powerful focus shenanigans and synergize their units like the best of 'em, they demand a skillful player. <br><br> '''Vectors'''<br> Convergence Warjacks are specialized machines called "Vectors" - each a triumph of engineering, and an act of worship to the Maiden of Gears. ''Interface Node'': Vectors do not use Cortexes. As such, they are completely immune to any effect requiring a 'functional cortex', or that deals damage directly to cortex boxes.<br> ''No Power Up'': Vectors do not Power Up at the start of the Convergence turn.<br> ''Focus Induction'': When a Vector spends a Focus point, it may give that focus to another Warjack within the 9", provided it is from the same battlegroup.<br> Note that this does not allow a Vector to go above the normal 3 focus point limit. ''Vector Mat/Rat'': Convergence Vectors do not have their own Mat/Rat value; instead they use the Mat and Rat of their controlling Warcaster.<br> This means that Vectors are completely immune to effects that increase or decrease their Mat/Rat - however, any such effect on their controller will be passed along to the entire battlegroup. <br><br> '''Field Marshal'''<br> As Convergence Warcasters control their Vectors directly, the majority of them carry a unique Field Marshal ability that can specialize the way they work. <br><br> '''Clockwork Vessel'''<br> Being magically transmuted into clockwork bodies, nearly the entire army are Construct models. Being Constructs makes the army immune to things that affect living models, such as Poison. However, it does make them more susceptible to anti-construct abilities. Also, they may be robots, but they're still being piloted by a soul; enemy Soul Takers will still gain souls from them. == Which Caster is for me? == <br> Each Convergence Warcaster tends to be specialized in a particular way, due to their Mat/Rat setup, and their Field Marshal. <br><br> '''Aurora 1 - Mat6/Rat4, Field Marshal: Apperition''' <br> A highly mobile caster, her unique spell 'Aerogenisis' provides Flight and +2 Spd to her Warrior Models. Aurora herself has Flank[Angel], so she can work well with Clockwork and Negation Angels. <br><br> '''Aurora 2 - Mat7/Rat5''' <br> Similarly mobile as her first iteration, Aurora 2 is more focused on supporting flying models, with a selection of Battle Commands available for friendly Flyers, as well as a feat focused on the same. She can bring a non-flying Vector into the sky alongside her with Arcane Propulsion, as well as tune up her battlegroup with Hand of Destruction. <br><br> '''Locke 1 - Mat5/Rat5, Field Marshal: True Strike''' <br> Locke provides a strong focus on her battlegroup, with Engine of Destruction allowing her Vectors to go to a whopping Mat 9. Road to War and Redline can squeeze the most out of their positioning. <br><br> '''Axis 1 - Mat7/Rat4, Field Marshal: Unyeilding''' <br> Axis spells the word "Subtlety" in all caps - after setting the letters on fire. Iron Aggression and his naturally high Mat can result in a highly consistent Vector, and a feat that prevents charges provides a lot of staying power for his forces. <br><br> '''Orion 1 - Mat4/Rat6, Field Marshal: Reposition 3"''' <br> Orion is one of two shooting focused Warcasters in the Convergence roster. His ability to configure himself to either +2 Mat or Rat each turn allows his battlegroup to exist with a natural Rat8 - combined with Magic Bullet, Mage Sight, and Spellpiercer, and Orion can set up a solid Battlegroup Gunline. <br><br> '''Lucant 1 - Mat6/Rat3, Field Marshal: Shield Guard''' <br> Lucant, on the surface, seems like a primarily defensive caster, with Deceleration, Watcher, and a feat providing +4 armor all around - however, Positive Charge can turn his Battlegroup, as well as the rest of his force, up to 11. <br><br> '''Syntherion 1 - Mat6/Rat5, Field Marshal: Auto-Repair''' <br> Syntherion is a solid all-rounder, with tricks to add value to any play style. Hot Shot can tune up a shooting Battlegroup, combined with Road to War and Synergy to help pack a solid punch in melee. His unique Spell, Magnetic Hold, helps provide both a defensive advantage, as well as a threat extension, against a single unit - just don't forget to bring an Arc-Node or two! <br><br> '''Directrix 1 - Mat5/Rat5, Field Marshal: Arc Node''' <br> Directrix can be tricky to master. She brings two Servitors with her that provide a damage buff against up to two models/units per turn. Fire Group provides a direct extension to gun ranges, while Shrapnel Swarm can decimate poorly positioned infantry. Domination allows her to badly disrupt enemy Warjacks, and can lead to some difficult positioning from your opponent. While her statline is nothing to boast about for her battlegroup, her feat allows a high level of consistency during a critical moment. 477f251f7034e00ffcc26948ed2c373eecbe48e0 547 536 2024-07-09T23:36:22Z Gedditoffme 2 wikitext text/x-wiki == Why Play Convergence of Cyriss == In terms of playstyle, they are all about inter-model synergies, with your entire army interacting like cogs in a clock. This means they are unbelievably demanding when it comes to synergy, and while they can do powerful focus shenanigans and synergize their units like the best of 'em, they demand a skillful player. <br><br> '''Vectors'''<br> Convergence Warjacks are specialized machines called "Vectors" - each a triumph of engineering, and an act of worship to the Maiden of Gears. ''Interface Node'': Vectors do not use Cortexes. As such, they are completely immune to any effect requiring a 'functional cortex', or that deals damage directly to cortex boxes.<br> ''No Power Up'': Vectors do not Power Up at the start of the Convergence turn.<br> ''Focus Induction'': When a Vector spends a Focus point, it may give that focus to another Warjack within the 9", provided it is from the same battlegroup.<br> Note that this does not allow a Vector to go above the normal 3 focus point limit. ''Vector Mat/Rat'': Convergence Vectors do not have their own Mat/Rat value; instead they use the Mat and Rat of their controlling Warcaster.<br> This means that Vectors are completely immune to effects that increase or decrease their Mat/Rat - however, any such effect on their controller will be passed along to the entire battlegroup. <br><br> '''Field Marshal'''<br> As Convergence Warcasters control their Vectors directly, the majority of them carry a unique Field Marshal ability that can specialize the way they work. <br><br> '''Clockwork Vessel'''<br> Being magically transmuted into clockwork bodies, nearly the entire army are Construct models. Being Constructs makes the army immune to things that affect living models, such as Poison. However, it does make them more susceptible to anti-construct abilities. Also, they may be robots, but they're still being piloted by a soul; enemy Soul Takers will still gain souls from them. == Which Caster is for me? == <br> Each Convergence Warcaster tends to be specialized in a particular way, due to their Mat/Rat setup, and their Field Marshal. <br><br> ===[[Aurora, The Numen of Aerogenesis]]=== Mat6/Rat4, Field Marshal: Apperition''' <br> A highly mobile caster, her unique spell 'Aerogenisis' provides Flight and +2 Spd to her Warrior Models. Aurora herself has Flank[Angel], so she can work well with Clockwork and Negation Angels. <br><br> '''[[Archnumen Aurora]] - Mat7/Rat5''' <br> Similarly mobile as her first iteration, Aurora 2 is more focused on supporting flying models, with a selection of Battle Commands available for friendly Flyers, as well as a feat focused on the same. She can bring a non-flying Vector into the sky alongside her with Arcane Propulsion, as well as tune up her battlegroup with Hand of Destruction. <br><br> '''[[Aurum Lucanum Athanor Locke]] - Mat5/Rat5, Field Marshal: True Strike''' <br> Locke provides a strong focus on her battlegroup, with Engine of Destruction allowing her Vectors to go to a whopping Mat 9. Road to War and Redline can squeeze the most out of their positioning. <br><br> '''[[Axis, The Harmonic Enforcer]] - Mat7/Rat4, Field Marshal: Unyeilding''' <br> Axis spells the word "Subtlety" in all caps - after setting the letters on fire. Iron Aggression and his naturally high Mat can result in a highly consistent Vector, and a feat that prevents charges provides a lot of staying power for his forces. <br><br> '''[[Eminent Configurator Orion]] - Mat4/Rat6, Field Marshal: Reposition 3"''' <br> Orion is one of two shooting focused Warcasters in the Convergence roster. His ability to configure himself to either +2 Mat or Rat each turn allows his battlegroup to exist with a natural Rat8 - combined with Magic Bullet, Mage Sight, and Spellpiercer, and Orion can set up a solid Battlegroup Gunline. <br><br> '''[[Father Lucant, The Divinity Architect]] - Mat6/Rat3, Field Marshal: Shield Guard''' <br> Lucant, on the surface, seems like a primarily defensive caster, with Deceleration, Watcher, and a feat providing +4 armor all around - however, Positive Charge can turn his Battlegroup, as well as the rest of his force, up to 11. <br><br> '''[[Forge Master Syntherion]] - Mat6/Rat5, Field Marshal: Auto-Repair''' <br> Syntherion is a solid all-rounder, with tricks to add value to any play style. Hot Shot can tune up a shooting Battlegroup, combined with Road to War and Synergy to help pack a solid punch in melee. His unique Spell, Magnetic Hold, helps provide both a defensive advantage, as well as a threat extension, against a single unit - just don't forget to bring an Arc-Node or two! <br><br> '''[[Iron Mother Directrix]] - Mat5/Rat5, Field Marshal: Arc Node''' <br> Directrix can be tricky to master. She brings two Servitors with her that provide a damage buff against up to two models/units per turn. Fire Group provides a direct extension to gun ranges, while Shrapnel Swarm can decimate poorly positioned infantry. Domination allows her to badly disrupt enemy Warjacks, and can lead to some difficult positioning from your opponent. While her statline is nothing to boast about for her battlegroup, her feat allows a high level of consistency during a critical moment. e7a21653640d0ed4f642d4523627b118ad2a3468 548 547 2024-07-09T23:38:54Z Gedditoffme 2 wikitext text/x-wiki == Why Play Convergence of Cyriss == In terms of playstyle, they are all about inter-model synergies, with your entire army interacting like cogs in a clock. This means they are unbelievably demanding when it comes to synergy, and while they can do powerful focus shenanigans and synergize their units like the best of 'em, they demand a skillful player. <br><br> '''Vectors'''<br> Convergence Warjacks are specialized machines called "Vectors" - each a triumph of engineering, and an act of worship to the Maiden of Gears. ''Interface Node'': Vectors do not use Cortexes. As such, they are completely immune to any effect requiring a 'functional cortex', or that deals damage directly to cortex boxes.<br> ''No Power Up'': Vectors do not Power Up at the start of the Convergence turn.<br> ''Focus Induction'': When a Vector spends a Focus point, it may give that focus to another Warjack within the 9", provided it is from the same battlegroup.<br> Note that this does not allow a Vector to go above the normal 3 focus point limit. ''Vector Mat/Rat'': Convergence Vectors do not have their own Mat/Rat value; instead they use the Mat and Rat of their controlling Warcaster.<br> This means that Vectors are completely immune to effects that increase or decrease their Mat/Rat - however, any such effect on their controller will be passed along to the entire battlegroup. <br><br> '''Field Marshal'''<br> As Convergence Warcasters control their Vectors directly, the majority of them carry a unique Field Marshal ability that can specialize the way they work. <br><br> '''Clockwork Vessel'''<br> Being magically transmuted into clockwork bodies, nearly the entire army are Construct models. Being Constructs makes the army immune to things that affect living models, such as Poison. However, it does make them more susceptible to anti-construct abilities. Also, they may be robots, but they're still being piloted by a soul; enemy Soul Takers will still gain souls from them. == Which Caster is for me? == <br> Each Convergence Warcaster tends to be specialized in a particular way, due to their Mat/Rat setup, and their Field Marshal. <br><br> ===[[Aurora, The Numen of Aerogenesis]]=== Mat6/Rat4, Field Marshal: Apperition <br> A highly mobile caster, her unique spell 'Aerogenisis' provides Flight and +2 Spd to her Warrior Models. Aurora herself has Flank[Angel], so she can work well with Clockwork and Negation Angels. <br><br> ===[[Archnumen Aurora]]=== Mat7/Rat5 <br> Similarly mobile as her first iteration, Aurora 2 is more focused on supporting flying models, with a selection of Battle Commands available for friendly Flyers, as well as a feat focused on the same. She can bring a non-flying Vector into the sky alongside her with Arcane Propulsion, as well as tune up her battlegroup with Hand of Destruction. <br><br> ===[[Aurum Lucanum Athanor Locke]]=== - Mat5/Rat5, Field Marshal: True Strike <br> Locke provides a strong focus on her battlegroup, with Engine of Destruction allowing her Vectors to go to a whopping Mat 9. Road to War and Redline can squeeze the most out of their positioning. <br><br> ===[[Axis, The Harmonic Enforcer]]=== Mat7/Rat4, Field Marshal: Unyeilding <br> Axis spells the word "Subtlety" in all caps - after setting the letters on fire. Iron Aggression and his naturally high Mat can result in a highly consistent Vector, and a feat that prevents charges provides a lot of staying power for his forces. <br><br> ===[[Eminent Configurator Orion]] === Mat4/Rat6, Field Marshal: Reposition 3"<br> Orion is one of two shooting focused Warcasters in the Convergence roster. His ability to configure himself to either +2 Mat or Rat each turn allows his battlegroup to exist with a natural Rat8 - combined with Magic Bullet, Mage Sight, and Spellpiercer, and Orion can set up a solid Battlegroup Gunline. <br><br> ===[[Father Lucant, The Divinity Architect]]=== Mat6/Rat3, Field Marshal: Shield Guard <br> Lucant, on the surface, seems like a primarily defensive caster, with Deceleration, Watcher, and a feat providing +4 armor all around - however, Positive Charge can turn his Battlegroup, as well as the rest of his force, up to 11. <br><br> ===[[Forge Master Syntherion]]=== Mat6/Rat5, Field Marshal: Auto-Repair <br> Syntherion is a solid all-rounder, with tricks to add value to any play style. Hot Shot can tune up a shooting Battlegroup, combined with Road to War and Synergy to help pack a solid punch in melee. His unique Spell, Magnetic Hold, helps provide both a defensive advantage, as well as a threat extension, against a single unit - just don't forget to bring an Arc-Node or two! <br><br> ===[[Iron Mother Directrix]]=== Mat5/Rat5, Field Marshal: Arc Node<br> Directrix can be tricky to master. She brings two Servitors with her that provide a damage buff against up to two models/units per turn. Fire Group provides a direct extension to gun ranges, while Shrapnel Swarm can decimate poorly positioned infantry. Domination allows her to badly disrupt enemy Warjacks, and can lead to some difficult positioning from your opponent. While her statline is nothing to boast about for her battlegroup, her feat allows a high level of consistency during a critical moment. {{Convergence Footer}} a47f4c3a100df01552630d5712416b4fbabea428 Ravener 0 99 539 379 2024-07-09T13:46:49Z Lambstar 13 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Monstrosities]]'''</span> ''And most terrible of all, the abominable Raveners: part beast and part machine, these howling monstrosities are the cursebound equivalent of the heaviest warjacks and are devoted utterly to their master’s fearsome will.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediatly after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Monstrosities are completely dependent on their Brain system (the equivalent of the Cortex) to maintain their focus pool. A hard hit to column 4-5 could take out the Brain and cost the Ravener all of its stored focus. This can be problematic as Old Faithful does not work on the Ravener and thus you will lose the opportunity to allocate it more focus the following turn as it can only be healed during the activation phase. Its threat range is also relatively short compared to the melee Tyrant as it cannot benefit from Redline and requires the Careful Recon command card in order to give it Pathfinder. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} fff30e541e43eb7436e9d56aed80d7961070389f 540 539 2024-07-09T13:54:58Z Lambstar 13 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Monstrosities]]'''</span> ''And most terrible of all, the abominable Raveners: part beast and part machine, these howling monstrosities are the cursebound equivalent of the heaviest warjacks and are devoted utterly to their master’s fearsome will.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediatly after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Monstrosities are completely dependent on their Brain system (the equivalent of the Cortex) to maintain their focus pool. A hard hit to column 4-5 could take out the Brain and cost the Ravener all of its stored focus. This can be problematic as Old Faithful does not work on the Ravener and thus you will lose the opportunity to allocate it more focus the following turn as it can only be healed during the activation phase. Its threat range is also relatively short compared to the melee Tyrant as it cannot benefit from Redline and requires the Careful Recon command card in order to give it Pathfinder. == Synergy == <!-- Which models work well with this? --> * Sabbreth: Sabbreth's Field Marshal Overtake combines extremely well with Berserk allowing the Ravener to kill an unending chain of packed enemy troops so long as it does not run out of targets. Don't neglect the Beat Back on the Gore attack either, as it has the potential to allow the Ravener to move toward other viable targets even without killing anything. Sabbreth's Perdition also helps solve its otherwise short threat range problem, making the Ravener a credible threat to a larger section of the board. Oriax: The Ravener is the highest defense heavy chassis available to Orgoth (except for Molok if it spends a soul) and thus gains proportionate benefits from Star-Crossed, making it extremely difficult to kill if an opponent doesn't have a way to lower its defenses somehow. Oriax can also improve its threat range with Gate of Worlds and Onslaught, solving its natural lack of Pathfinder. In addition, Vengeful Spirits can allocate a full 3 focus to the Ravener at the cost of a single soul during Oriax's activation. Not only does this functionally reduce the cost of fueling the Ravener for Oriax, but it allows him to heal a damaged Brain system and then refuel it with focus, allowing the Ravener to act at full capacity in a way it is unable to do under any other caster. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 3cea0dc46e3bc2f94a50449b43014d2dd8973922 541 540 2024-07-09T13:58:39Z Lambstar 13 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Monstrosities]]'''</span> ''And most terrible of all, the abominable Raveners: part beast and part machine, these howling monstrosities are the cursebound equivalent of the heaviest warjacks and are devoted utterly to their master’s fearsome will.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediatly after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * The Ravener hits extremely hard with good MAT and some of the hardest-hitting weaponry in the faction. As a Monstrosity, it also keeps allocated focus between turns, so fueling it up on turn 1 allows it to function in combat without requiring additional focus expenditure from a caster or use of the Coven. It has solid defenses at 13/18 and Spell Ward. Though Spell Ward prevents friendly spellcasting as well, it does keep the Ravener safe from enemy debuff effects or things like Hunter's Mark. Finally, it is relatively inexpensive compared to a melee Tyrant (1 point less and not requiring the services of other support models), making it the premier "bargain melee heavy" of Orgoth. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Monstrosities are completely dependent on their Brain system (the equivalent of the Cortex) to maintain their focus pool. A hard hit to column 4-5 could take out the Brain and cost the Ravener all of its stored focus. This can be problematic as Old Faithful does not work on the Ravener and thus you will lose the opportunity to allocate it more focus the following turn as it can only be healed during the activation phase. Its threat range is also relatively short compared to the melee Tyrant as it cannot benefit from Redline and requires the Careful Recon command card in order to give it Pathfinder. == Synergy == <!-- Which models work well with this? --> * Sabbreth: Sabbreth's Field Marshal Overtake combines extremely well with Berserk allowing the Ravener to kill an unending chain of packed enemy troops so long as it does not run out of targets. Don't neglect the Beat Back on the Gore attack either, as it has the potential to allow the Ravener to move toward other viable targets even without killing anything. Sabbreth's Perdition also helps solve its otherwise short threat range problem, making the Ravener a credible threat to a larger section of the board. Oriax: The Ravener is the highest defense heavy chassis available to Orgoth (except for Molok if it spends a soul) and thus gains proportionate benefits from Star-Crossed, making it extremely difficult to kill if an opponent doesn't have a way to lower its defenses somehow. Oriax can also improve its threat range with Gate of Worlds and Onslaught, solving its natural lack of Pathfinder. In addition, Vengeful Spirits can allocate a full 3 focus to the Ravener at the cost of a single soul during Oriax's activation. Not only does this functionally reduce the cost of fueling the Ravener for Oriax, but it allows him to heal a damaged Brain system and then refuel it with focus, allowing the Ravener to act at full capacity in a way it is unable to do under any other caster. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 8e8c5b4616570e576f4b93874a8113fe3d966627 542 541 2024-07-09T22:09:34Z Gedditoffme 2 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Monstrosity]]'''</span> ''And most terrible of all, the abominable Raveners: part beast and part machine, these howling monstrosities are the cursebound equivalent of the heaviest warjacks and are devoted utterly to their master’s fearsome will.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> The Ravener hits extremely hard with good MAT and some of the hardest-hitting weaponry in the faction. * As a Monstrosity, it also keeps allocated focus between turns, so fueling it up on turn 1 allows it to function in combat without requiring additional focus expenditure from a caster or use of the Coven. * It has solid defenses at 13/18 and Spell Ward. * Though Spell Ward prevents friendly spellcasting as well, it does keep the Ravener safe from enemy debuff effects or things like Hunter's Mark. * Finally, it is relatively inexpensive compared to a melee Tyrant (1 point less and not requiring the services of other support models), making it the premier "bargain melee heavy" of Orgoth. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Monstrosities are completely dependent on their Brain system (the equivalent of the Cortex) to maintain their focus pool. A hard hit to column 4-5 could take out the Brain and cost the Ravener all of its stored focus. This can be problematic as Old Faithful does not work on the Ravener and thus you will lose the opportunity to allocate it more focus the following turn as it can only be healed during the activation phase. * Its threat range is also relatively short compared to the melee Tyrant as it cannot benefit from Redline and requires the Careful Recon command card in order to give it Pathfinder. * Cannot benefit from a lot of [[Sea Raiders]] support, between being immune to spells and not a warjack. == Synergy == <!-- Which models work well with this? --> * [[Sabbreth]]'s Field Marshal Overtake combines extremely well with Berserk allowing the Ravener to kill an unending chain of packed enemy troops so long as it does not run out of targets. Don't neglect the Beat Back on the Gore attack either, as it has the potential to allow the Ravener to move toward other viable targets even without killing anything. Sabbreth's Perdition also helps solve its otherwise short threat range problem, making the Ravener a credible threat to a larger section of the board. * [[Oriax]]: The Ravener is the highest defense heavy chassis available to Orgoth (except for Molok if it spends a soul) and thus gains proportionate benefits from Star-Crossed, making it extremely difficult to kill if an opponent doesn't have a way to lower its defenses somehow. Oriax can also improve its threat range with Gate of Worlds and Onslaught, solving its natural lack of Pathfinder. In addition, Vengeful Spirits can allocate a full 3 focus to the Ravener at the cost of a single soul during Oriax's activation. Not only does this functionally reduce the cost of fueling the Ravener for Oriax, but it allows him to heal a damaged Brain system and then refuel it with focus, allowing the Ravener to act at full capacity in a way it is unable to do under any other caster. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} d9464f32755789b21f4b67e231d214477a3f65ee 543 542 2024-07-09T22:10:24Z Gedditoffme 2 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Monstrosity]]'''</span> ''And most terrible of all, the abominable Raveners: part beast and part machine, these howling monstrosities are the cursebound equivalent of the heaviest warjacks and are devoted utterly to their master’s fearsome will.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> The Ravener hits extremely hard with good MAT and some of the hardest-hitting weaponry in the faction. * As a Monstrosity, it also keeps allocated focus between turns, so fueling it up on turn 1 allows it to function in combat without requiring additional focus expenditure from a caster or use of the Coven. * It has solid defenses at 13/18 and Spell Ward. * Though Spell Ward prevents friendly spellcasting as well, it does keep the Ravener safe from enemy debuff effects or things like Hunter's Mark. * Finally, it is relatively inexpensive compared to a melee Tyrant (1 point less and not requiring the services of other support models), making it the premier "bargain melee heavy" of Orgoth. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Monstrosities are completely dependent on their Brain system (the equivalent of the Cortex) to maintain their focus pool. A hard hit to column 4-5 could take out the Brain and cost the Ravener all of its stored focus. This can be problematic as Old Faithful does not work on the Ravener and thus you will lose the opportunity to allocate it more focus the following turn as it can only be healed during the activation phase. * Its threat range is also relatively short compared to the melee Tyrant as it cannot benefit from Redline and requires the Careful Recon command card in order to give it Pathfinder. * Cannot benefit from a lot of [[Sea Raiders]] support, between being immune to spells and not a warjack. == Synergy == <!-- Which models work well with this? --> * [[Sabbreth]]'s Field Marshal Overtake combines extremely well with Berserk allowing the Ravener to kill an unending chain of packed enemy troops so long as it does not run out of targets. Don't neglect the Beat Back on the Gore attack either, as it has the potential to allow the Ravener to move toward other viable targets even without killing anything. Sabbreth's Perdition also helps solve its otherwise short threat range problem, making the Ravener a credible threat to a larger section of the board. * [[Oriax]]: The Ravener is the highest defense heavy chassis available to Orgoth (except for Molok if it spends a soul) and thus gains proportionate benefits from Star-Crossed, making it extremely difficult to kill if an opponent doesn't have a way to lower its defenses somehow. Oriax can also improve its threat range with Gate of Worlds and Onslaught, solving its natural lack of Pathfinder. In addition, Vengeful Spirits can allocate a full 3 focus to the Ravener at the cost of a single soul during Oriax's activation. Not only does this functionally reduce the cost of fueling the Ravener for Oriax, but it allows him to heal a damaged Brain system and then refuel it with focus, allowing the Ravener to act at full capacity in a way it is unable to do under any other caster. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} f308d447b670185b64192fe1284c25cb4307eab8 544 543 2024-07-09T22:11:16Z Gedditoffme 2 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Monstrosity]]'''</span> ''And most terrible of all, the abominable Raveners: part beast and part machine, these howling monstrosities are the cursebound equivalent of the heaviest warjacks and are devoted utterly to their master’s fearsome will.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ravener''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== '''Headbutt Power Attack''' <br> '''Slam Power Attack''' <br> '''Trample Power Attack''' <br> '''Eyeless Sight''' <br> '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Orgoth Monstruosity''' <br> '''Snacking''' : When this model boxes a living model with a melee attack, it can choose to removve the boxed model from play. When it does, this model can remove d3 damage points <br> '''Spell Ward''': This model cannot be targeted by spells <br> ===Weapons=== {{Melee Weapon|<!--Name-->Fell Cleaver|<!--MAT-->7|<!--RNG-->1|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Throw Power Attack'''}} {{Melee Weapon|<!--Name-->Mechano-Claw|<!--MAT-->7|<!--RNG-->1|<!--POW-->17| *'''Throw Power Attack''' *'''Man Catcher'''}} *'''Man Catcher''': A warrior model hit by this attack suffers -2 DEF and cannot advance while within this model's melee range for one round {{Melee Weapon|<!--Name-->Gore|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Beat Back'''}} *'''Beat Back''': Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> The Ravener hits extremely hard with good MAT and some of the hardest-hitting weaponry in the faction. * As a Monstrosity, it also keeps allocated focus between turns, so fueling it up on turn 1 allows it to function in combat without requiring additional focus expenditure from a caster or use of the Coven. * It has solid defenses at 13/18 and Spell Ward. * Though Spell Ward prevents friendly spellcasting as well, it does keep the Ravener safe from enemy debuff effects or things like Hunter's Mark. * Finally, it is relatively inexpensive compared to a melee Tyrant (1 point less and not requiring the services of other support models), making it the premier "bargain melee heavy" of Orgoth. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Monstrosities are completely dependent on their Brain system (the equivalent of the Cortex) to maintain their focus pool. A hard hit to column 4-5 could take out the Brain and cost the Ravener all of its stored focus. This can be problematic as Old Faithful does not work on the Ravener and thus you will lose the opportunity to allocate it more focus the following turn as it can only be healed during the activation phase. * Its threat range is also relatively short compared to the melee Tyrant as it cannot benefit from Redline and requires the Careful Recon command card in order to give it Pathfinder. * Cannot benefit from a lot of [[Sea Raiders]] support, between being immune to spells and not a warjack. == Synergy == <!-- Which models work well with this? --> * [[Sabbreth]]'s Field Marshal Overtake combines extremely well with Berserk allowing the Ravener to kill an unending chain of packed enemy troops so long as it does not run out of targets. Don't neglect the Beat Back on the Gore attack either, as it has the potential to allow the Ravener to move toward other viable targets even without killing anything. Sabbreth's Perdition also helps solve its otherwise short threat range problem, making the Ravener a credible threat to a larger section of the board. * [[Oriax]]: The Ravener is the highest defense heavy chassis available to Orgoth (except for Molok if it spends a soul) and thus gains proportionate benefits from Star-Crossed, making it extremely difficult to kill if an opponent doesn't have a way to lower its defenses somehow. Oriax can also improve its threat range with Gate of Worlds and Onslaught, solving its natural lack of Pathfinder. In addition, Vengeful Spirits can allocate a full 3 focus to the Ravener at the cost of a single soul during Oriax's activation. Not only does this functionally reduce the cost of fueling the Ravener for Oriax, but it allows him to heal a damaged Brain system and then refuel it with focus, allowing the Ravener to act at full capacity in a way it is unable to do under any other caster. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 2575738ec6db73ec9e0920eb388ca078a2708519 Sabbreth 0 164 545 2024-07-09T22:11:49Z Gedditoffme 2 Redirected page to [[Sabbreth, The Eternal Annihlation]] wikitext text/x-wiki #REDIRECT [[Sabbreth, The Eternal Annihlation]] 2603ee76e3b8bf28097c294c753d1c6b3ce12419 Oriax 0 165 546 2024-07-09T22:12:12Z Gedditoffme 2 Redirected page to [[Oriax, the Soul Slaver]] wikitext text/x-wiki #REDIRECT [[Oriax, the Soul Slaver]] 406d95af81977b34eb547a6fdecdcbec1fdc65a6 Dusk House Kallyss 0 37 549 158 2024-07-09T23:46:29Z 180.150.80.50 0 /* Scryafael, Nis-Issyr of Desolations */ wikitext text/x-wiki == Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === [Place Holder] Super durable and make his Army also super durable === [[Hellyth, Scyir of Nightfall]] === [Place Holder] Very high Assassination Potential, probably the Factions best Answer into Def-Skew, very fragile herself, except of her Feat Turn === [[Morayne, The Blade of Twilight]] === [Place Holder] Extremely mobile herself, can fix everything you need to be fixed due to Mortality and Spell Rack 3, very good Feat and high gotcha' Potential due to her ''Funeral Rites'' Rule. Very Mercenary Friendly because of Mortality debuffs the enemy and so applys for everyone in your own Army. At this Point, one of the best Casters in Game. === [[Scryafael, Nis-Issyr of Desolations]] === [Place Holder] Contestant for the best Caster in Game, toe to toe with Valeri from Winter Korps which can be a hard-counter to her. She brings effectively a +4 Threat Range Buff for one of your Jacks (most of the time Israfyl), but also can speed up Magnus & Invictus or Carver & Warpig, because one of those spells is Telekinesis. She has a very powerful Area-Denial Feat, which allows her to play a really aggressive Scenario Game. The Icing on the Cake is she herself is really hard to assassinate, because with Blade Shield, Girded, Poltergeist, Steady, Def 14 and Arm 17 with 16 Boxes, she is very sturdy. If needed she also can contribute to the fighting directly with two Pow 14 Initials with Beatback and grievous Wounds, Dual Attack and a Power 12, 10'' Spray with Crit Decapitation. === [[Tyrus, Nis-Arsyr of Spiders]] === [Place Holder] Maybe the most consistent Caster of the Faction. He is the Guy that can stay behind a Building the whole Game, only channeling good Spells and Buffs through his Arc Nodes, feating at some Point and be very happy and good doing this. With a Feat that gives effectuvely an Army wide (yes, again also for Mercenaries) +2 Spd (even better, because it's a Place-Effect), a good native Spell List, the strong Dusk Rack to pick from and enough Focus and Control Range to use all of that, he can be a Nightmare four your Opponent. But don't be fooled when it comes down to the dirty Work. He is still very stable from the Start, with good Stats of Def15, Arm17, 17 Boxes, Undead (which is a Buff at this Time, most of the Time) and the potentially Back-breaking Arcane Vortex. Being still a Vampire Elf, his Melee is not bad at all with Rng2, POW 14, Death Boon and flashing Blade as native Spell. {{Dusk House Kallyss Footer}} c0135e70f3c5cb474f12d0eeed4ff9d9421dfa76 Template:Convergence Footer 10 166 550 2024-07-09T23:48:52Z Gedditoffme 2 Created page with "{| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Convergence of Cyriss]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Aurora, The Numen of Aerogenesis]] - [[Archnumen Aurora]] - [[Aurum Lucanum Athanor Locke]] - [[Axis, The Harmonic Enforcer]] - [[Eminent Configurator Orion]] - [[Father Lucant, The Divinity Architect]] - [[Forge Master Syntherion]] - [[Iron Mother Directrix]] |- |..." wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Convergence of Cyriss]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Aurora, The Numen of Aerogenesis]] - [[Archnumen Aurora]] - [[Aurum Lucanum Athanor Locke]] - [[Axis, The Harmonic Enforcer]] - [[Eminent Configurator Orion]] - [[Father Lucant, The Divinity Architect]] - [[Forge Master Syntherion]] - [[Iron Mother Directrix]] |- | '''Vectors''' || [[Assimilator]] - [[Cipher]] - [[Conservator]] - [[Diffuser]] - [[Galvanizer]] - [[Inverter]] - [[Mitigator]] - [[Modulator]] - [[Monitor]] - [[Negator]] - [[Tesselator]] - [[Prime Axiom]] - [[Prime Conflux]] - [[Corollary]] |- | '''Battle Engines''' || [[Artificer Prime Nemo]] - [[Transfinite Emergence Projector]] | '''Solos''' || [[Accretion Servitors]] - [[Algorithmic Dispersion Optifex]] - [[Attunement Servitors]] - [[Elimination Servitors]] - [[Reflex Servitors]] - [[Ionization Servitors]] - [[Asphyxious the Sanctified]] - [[Destructotron 3000]] - [[Enigma Foundry]] - [[Frustrum Locus]] - [[J.A.I.M.s]] - [[Prefect Hypatia]] - [[Steelsoul Protector]] |- | '''Units''' || [[Clockwork Angels]] - [[Eradicators]] - [[Negation Angels]] - [[Obstructors]] - [[Optifex Directive]] - [[Peforators]] - [[Reciprocators]] - [[Reductors]] - [[Transverse Enumerator]] |- | '''Mercenaries''' || [[Carver Ultimus]] - [[Magnus the Unstoppable]] |} 8585b6f5d8ed8dde510082251ce3c40ba94b5230 Template:Convergence Footer 10 166 551 550 2024-07-09T23:49:11Z Gedditoffme 2 wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Convergence of Cyriss]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Aurora, The Numen of Aerogenesis]] - [[Archnumen Aurora]] - [[Aurum Lucanum Athanor Locke]] - [[Axis, The Harmonic Enforcer]] - [[Eminent Configurator Orion]] - [[Father Lucant, The Divinity Architect]] - [[Forge Master Syntherion]] - [[Iron Mother Directrix]] |- | '''Vectors''' || [[Assimilator]] - [[Cipher]] - [[Conservator]] - [[Diffuser]] - [[Galvanizer]] - [[Inverter]] - [[Mitigator]] - [[Modulator]] - [[Monitor]] - [[Negator]] - [[Tesselator]] - [[Prime Axiom]] - [[Prime Conflux]] - [[Corollary]] |- | '''Battle Engines''' || [[Artificer Prime Nemo]] - [[Transfinite Emergence Projector]] |- | '''Solos''' || [[Accretion Servitors]] - [[Algorithmic Dispersion Optifex]] - [[Attunement Servitors]] - [[Elimination Servitors]] - [[Reflex Servitors]] - [[Ionization Servitors]] - [[Asphyxious the Sanctified]] - [[Destructotron 3000]] - [[Enigma Foundry]] - [[Frustrum Locus]] - [[J.A.I.M.s]] - [[Prefect Hypatia]] - [[Steelsoul Protector]] |- | '''Units''' || [[Clockwork Angels]] - [[Eradicators]] - [[Negation Angels]] - [[Obstructors]] - [[Optifex Directive]] - [[Peforators]] - [[Reciprocators]] - [[Reductors]] - [[Transverse Enumerator]] |- | '''Mercenaries''' || [[Carver Ultimus]] - [[Magnus the Unstoppable]] |} 8fccdb3ffc9785de36303f8d49512ecda666f85f Hazaroth, Narcissar of Ruin 0 167 552 2024-07-10T00:01:33Z Cas de Winter 25 Created page with "== == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--M..." wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 15 |} ===Abilities:=== '''Field Marshal [True Sight]''': Cohort models in this model's battlegroup gain True Sight.<br> '''True Sight''': This model ignores cloud effects when determining LOS. This model also ignores Stealth.<br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Ranged Weapon|Magelock Pistol x2|7|10|1|-|10|*'''Pistol''' '''Magical'''}} '''Attack Type''': Each time the weapon is used to make an attack, choose one special rule: * Dispel - When this weapon his a model/unit, upkeep spells and animi immediately expire * Grievous Wounds - model hit loses Tough and cannot have damage removed from it for one round * Phantom Seeker - shot ignores LOS, concealment, and cover when making attacks<br> '''Life Trader''': When an attack hits, Hellyth can suffer 1 damage point to gain an additional die on the damage roll. Can only be used once per attack. {{Melee Weapon|Blade x2|6|1|10|* '''Magical'''}} === Feat: Blessings of the Void === While in Hellyth's control range, enemy models suffer -2 DEF and ARM and friendly warrior models gain +2 DEF and ARM. Blessings of the Void lasts for one round. Very straightforward, and can be used defensively or offensively. Best used in an alpha strike, but Blessings may be needed to get your army delivered through a gunline or protect when you can't avoid a mass charge. Note that it does not protect your warjacks. It's a very nice armor and defense reducer. === Spells === <!--Try to set templates for the spells, list them out--> Admonition Fire Group Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Soulless Guardians, to keep her alive === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 7c8787654b1dcfcd827b656458dfeeee9ddcf472 553 552 2024-07-10T00:03:31Z Cas de Winter 25 /* Statistics: */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Field Marshal [True Sight]''': Cohort models in this model's battlegroup gain True Sight.<br> '''True Sight''': This model ignores cloud effects when determining LOS. This model also ignores Stealth.<br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Ranged Weapon|Magelock Pistol x2|7|10|1|-|10|*'''Pistol''' '''Magical'''}} '''Attack Type''': Each time the weapon is used to make an attack, choose one special rule: * Dispel - When this weapon his a model/unit, upkeep spells and animi immediately expire * Grievous Wounds - model hit loses Tough and cannot have damage removed from it for one round * Phantom Seeker - shot ignores LOS, concealment, and cover when making attacks<br> '''Life Trader''': When an attack hits, Hellyth can suffer 1 damage point to gain an additional die on the damage roll. Can only be used once per attack. {{Melee Weapon|Blade x2|6|1|10|* '''Magical'''}} === Feat: Blessings of the Void === === Spells === <!--Try to set templates for the spells, list them out--> Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Soulless Guardians, to keep her alive === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} bff56600b1c70bbb4c61a13bc846be43bd20a43d 554 553 2024-07-10T00:06:10Z Cas de Winter 25 /* Abilities: */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Ranged Weapon|Magelock Pistol x2|7|10|1|-|10|*'''Pistol''' '''Magical'''}} '''Attack Type''': Each time the weapon is used to make an attack, choose one special rule: * Dispel - When this weapon his a model/unit, upkeep spells and animi immediately expire * Grievous Wounds - model hit loses Tough and cannot have damage removed from it for one round * Phantom Seeker - shot ignores LOS, concealment, and cover when making attacks<br> '''Life Trader''': When an attack hits, Hellyth can suffer 1 damage point to gain an additional die on the damage roll. Can only be used once per attack. {{Melee Weapon|Blade x2|6|1|10|* '''Magical'''}} === Feat: Blessings of the Void === === Spells === <!--Try to set templates for the spells, list them out--> Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Soulless Guardians, to keep her alive === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 69cb79613e0a65fd1d407c60f029aaaa4ac666c1 555 554 2024-07-10T00:09:15Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical'''}} '''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play.<br> === Feat: Blessings of the Void === === Spells === <!--Try to set templates for the spells, list them out--> Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Soulless Guardians, to keep her alive === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 3085d68b389815960b7de1ebaf9d4c342ebc1331 556 555 2024-07-10T00:12:10Z Cas de Winter 25 /* Feat: Blessings of the Void */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical'''}} '''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play.<br> === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Soulless Guardians, to keep her alive === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} e052075559b524de0eae5bbc264913990fa89ddd 557 556 2024-07-10T00:12:58Z Cas de Winter 25 /* Recommended choices */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical'''}} '''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play.<br> === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 26864e71c23492c6b68d9f154d0b346714fbb866 558 557 2024-07-10T00:16:52Z Cas de Winter 25 /* Abilities: */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical'''}} '''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play.<br> === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 908f2c2ea171bece446820cd93bd5a0331cd35e9 559 558 2024-07-10T00:18:39Z Cas de Winter 25 /* Spells */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical'''}} '''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play.<br> === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 7ca78588cd286dddcf7affa6687b8a4b54e7fc0d 560 559 2024-07-10T00:19:24Z Cas de Winter 25 /* Spells */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical'''}} '''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play.<br> === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 0066942b8a9c8f784cba19b7398a3c89b7cf0036 591 560 2024-07-10T12:01:31Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical''' *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play.}} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 1aed909eb83e6c3600e9ff3d07425b4f6472a5b9 592 591 2024-07-10T12:02:32Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical''' *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play.}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} eccc007dfb0a1db604dfd854a103198f7fdbc8b7 593 592 2024-07-10T12:03:21Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical''' *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 7a56c51fbe66905dc99c32a61e8f1fe483c8b38d 594 593 2024-07-10T12:05:29Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-| *'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 2a011218e597334cb066a36a8956cd7d3c79b369 596 594 2024-07-10T12:05:58Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-| *'''Magical *'''Deathly domination''' }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} be90aae6df9919d059fe69f3506af8ed06018ca5 598 596 2024-07-10T12:07:53Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-| *'''Magical *'''Critical Cortex Damage''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} *'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 7502f8640e0eb1844c75f818eff3f02367e8ed19 599 598 2024-07-10T12:08:49Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 5da96355ea028dac149c9221082e57789834136c 600 599 2024-07-10T12:09:25Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} c3a22af6fc9529672602e44ac9483895462e5c5d File:Snipers.webp 6 168 561 2024-07-10T04:04:59Z Gedditoffme 2 wikitext text/x-wiki Winter Korps Snipers f36fade556b83411cec32d23692d5b153e531ff6 Winter Korps Hunting Dog 0 169 562 2024-07-10T04:23:04Z Gedditoffme 2 Redirected page to [[Winter Korps Snipers]] wikitext text/x-wiki #REDIRECT [[Winter Korps Snipers]] 377bf266e7aa47ffdbcf2acb328a50a330364f21 Winter Korps Snipers 0 170 563 2024-07-10T04:27:05Z Gedditoffme 2 Created page with "= Winter Korps Snipers = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Snipers.webp|thumb|right]] ''The Motherland’s general conscription draws raw recruits from the length and breadth of the Khadoran Empire. Those who show the most natural capacity with the long rifle are organized into small squads of Sharpshooters. These soldiers are keen-eyed hunters often hailing from Khador’s most remote regions, where they learned to..." wikitext text/x-wiki = Winter Korps Snipers = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Snipers.webp|thumb|right]] ''The Motherland’s general conscription draws raw recruits from the length and breadth of the Khadoran Empire. Those who show the most natural capacity with the long rifle are organized into small squads of Sharpshooters. These soldiers are keen-eyed hunters often hailing from Khador’s most remote regions, where they learned to hunt from the time they could crawl. While not as well trained or refined as Khador’s notorious Widowmakers, the Sharpshooters are nonetheless deadly foes on the battlefield. The most successful Winter Korps Sharpshooter squads integrate sharp-eyed and keen-sensed Hunting Dogs to draw out their prey. The Hunting Dog’s perpetual alertness and boundless energy keep the Sharpshooters constantly on their toes as they move swiftly across any terrain.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Winter Korps Snipers''' || 6 || - || 5 || 6 || 13 || 13 || 1 |} 3 models for 4pts ===Abilities:=== *'''Advanced Deployment''' *'''Sniper''': Instead of making a damage roll to resolve a ranged attack, this model can inflict 1 damage point. A model disabled by a ranged attack made by this model cannot make a Tough roll. ===Weapons=== {{Ranged Weapon|Hunting Rifle|6|14|1|-|10|}} {{Melee Weapon|<!--Name-->Hand Weapon|<!--MAT-->5|<!--RNG-->1|<!--POW-->9|}} == Winter Korps Hunting Dog Command Attachment == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Winter Korps Hunting Dog''' || 7 || - || - || 6 || 14 || 14 || 1 |} +1 point for 1 Dog ===Abilities:=== *'''Granted: Pathfinder''' *'''Granted: Reposition [3"]''' *''Mark Target''': Other friendly Faction models gain +2 to ranged attack rolls against enemey models within 5" of this model and in its LOS *'''Reposition [3"]''' ===Weapons=== {{Melee Weapon|<!--Name-->Bite|<!--MAT-->6|<!--RNG-->1|<!--POW-->8|}} == Role and strengths == A unit for skirmishing, especially useful for contesting scenarios using relatively cheap troops with good spd and access to reposition. Especially useful for holding scenario while heavy, slower models such as warjacks or MoW do most of the combat. Taking the dog CA is near-mandatory, as adds a lot to the rest of the unit and gives Mark Target to the rest of the army. * Can contest a single model at a time, or hold a 'friendly' objective while still shooting other targets. * The dog's mark target is one of the best shooting buffs for the rest of the faction. He probably won't survive to do it twice, but it improves the reliability so much it is worth it. * Sniper is great to shave off a few tough, single wound infantry from 14" away, and reposition to safety. Over a couple turns can whittle away an melee unit without much risk of reprisal. == Downsides == * If you're used to Widowmakers and the like, there's a lot that you'll feel like you're missing (eg marksman, prowl, more def and rat). But as a cheap utility unit who know which end of the rifle goes boom, there are no complaints. * They are vulnerable to blasts (and most things), but use reposition to spread more than 3" apart. == Synergy == * [[AC-2 Bison]]’s Roadblock ability can be used to give cover. * Dog is great for supporting elite but unreliable units, such as [[Man-o-war Suppressors]] and [[Shock Trooper Gunners]], or even warjacks. Any shooting really. == Tricks == * Reposition one sniper forwards and the rest back and you can have the vulnerable contester 8" away from the rest. * Keep the dog at the back until needed (place 2" behind the moving model, then reposition 3" backwards again), to keep him safe. When you need Mark Target, place him at the front and repo forwards. {{Winter Korps Footer}} 4823e2949893b50d90c4ff0ae703356a8fb9e6f6 Marauder Crew 0 171 564 2024-07-10T04:27:29Z 98.33.90.65 0 Created page with "<span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 ||..." wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Southern Kriels Brineblood Marauders Footer}} 65a335a7ccd4b9715e6fdcf47ee31a5b882caf0e 565 564 2024-07-10T04:28:31Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Statistics: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Southern Kriels Brineblood Marauders Footer}} 435ed994f574d5200eeab368a52678785f7f7a93 566 565 2024-07-10T04:28:52Z Gedditoffme 2 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 5580e99ce81f4743f13392c48b815d25d21325f5 567 566 2024-07-10T04:29:51Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} afd17cbdf712a5c7f062b3b757047df7137c82cb 568 567 2024-07-10T04:38:17Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Statistics: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 6 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' Models in this unit gain +1 on attack rolls. <br> '''Granted: Stumbling Drunk''' When a model in this unit makes a successful Tough roll, it is not knocked down. After the attack is resolved, it is pushed d3" directly away from the attacking model. '''Last Call''' : Once per game, at any time during its activation, this model can use Last Call. Models in its unit gain Reposition [3"] for one turn.<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 6? || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Extra Powder Ration''' Once per game, at any time during its activation, this model can use Extra Powder Ration. Models in its unit gain Snipe for 1 turn. (Models with Snipe have +3 RNG) '''Money Shot''' Once per game, at any time during its activation, this model can use Money Shot. Models in its unit gain +2 RAT and +2 to ranged attack damage rolls for 1 turn. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''* Both Barrels''': Both Barrels is a special ranged attack. This weapon becomes ROF 1 and gains +4 damage this activation.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->14| *'''Cumbersome'''<br>}} == TODO: Bosun == == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 94d702b488cd935b80ddabe5eeb697654aefa3ae 569 568 2024-07-10T04:53:59Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Unit Attachment: Tapper */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | SPD !! style="width:3em;" DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' Models in this unit gain +1 on attack rolls. <br> '''Granted: Stumbling Drunk''' When a model in this unit makes a successful Tough roll, it is not knocked down. After the attack is resolved, it is pushed d3" directly away from the attacking model. '''Last Call''' : Once per game, at any time during its activation, this model can use Last Call. Models in its unit gain Reposition [3"] for one turn.<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 6? || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Extra Powder Ration''' Once per game, at any time during its activation, this model can use Extra Powder Ration. Models in its unit gain Snipe for 1 turn. (Models with Snipe have +3 RNG) '''Money Shot''' Once per game, at any time during its activation, this model can use Money Shot. Models in its unit gain +2 RAT and +2 to ranged attack damage rolls for 1 turn. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''* Both Barrels''': Both Barrels is a special ranged attack. This weapon becomes ROF 1 and gains +4 damage this activation.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->14| *'''Cumbersome'''<br>}} == TODO: Bosun == == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} c2e33b4b73aaaf8c3fab5482c44b986d06767ed0 570 569 2024-07-10T04:59:42Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Unit Attachment: Quartermaster */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | SPD !! style="width:3em;" DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' Models in this unit gain +1 on attack rolls. <br> '''Granted: Stumbling Drunk''' When a model in this unit makes a successful Tough roll, it is not knocked down. After the attack is resolved, it is pushed d3" directly away from the attacking model. '''Last Call''' : Once per game, at any time during its activation, this model can use Last Call. Models in its unit gain Reposition [3"] for one turn.<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} == TODO: Bosun == == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} a557de297a806b2f9a4a2ac871d49e04c8b4094a 571 570 2024-07-10T05:02:01Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Abilities: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | SPD !! style="width:3em;" DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} == TODO: Bosun == == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} f630f565b117689c1d875300f9641265ba437356 572 571 2024-07-10T05:02:29Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Unit Attachment: Tapper */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} == TODO: Bosun == == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 8c18e4dd4a1c1d0616c4d567700210a7929377cf 573 572 2024-07-10T05:02:48Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Unit Attachment: Tapper */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- name !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} == TODO: Bosun == == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} e0ab43c3665c38683660ff9358542bcd1acb42c6 574 573 2024-07-10T05:03:32Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Unit Attachment: Tapper */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} == TODO: Bosun == == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 28eea8a27fd35176479a0ddf6e4c1a9a58c4edf2 575 574 2024-07-10T05:10:11Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* TODO: Bosun */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} == Unit Attachment: Bosun == Field Allowance: 4 Point Cost: 3 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Bosun''' || <!--Spd--> 6 || <!--MAT--> 7 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Cleave''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. <br> '''Gang''' <br> '''Granted: Vengeance''' While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) '''No Quarter''' This model can use No Quarter once per game at any time during its unit's activation. This activation, models in its unit gain Pathfinder. A model in this unit that charges as part of its Normal Movement gains +2 SPD. No Quarter lasts for one round. ===Weapons=== {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--Rng-->1|<!--POW-->13| *'''Critical Knockdown''': On a critical hit, models hit become knocked down. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 655e9cee902f5c0fab8dc0eb303e5ba602208814 576 575 2024-07-10T05:10:48Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Weapons */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} == Unit Attachment: Bosun == Field Allowance: 4 Point Cost: 3 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Bosun''' || <!--Spd--> 6 || <!--MAT--> 7 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Cleave''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. <br> '''Gang''' <br> '''Granted: Vengeance''' While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) '''No Quarter''' This model can use No Quarter once per game at any time during its unit's activation. This activation, models in its unit gain Pathfinder. A model in this unit that charges as part of its Normal Movement gains +2 SPD. No Quarter lasts for one round. ===Weapons=== {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--Rng-->1|<!--POW-->13|}} *'''Critical Knockdown''': On a critical hit, models hit become knocked down. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 04cdc695b231c0d2154a59827fcc747663f8c991 577 576 2024-07-10T05:11:08Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Weapons */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Heavy Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Hand Weapon|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} == Unit Attachment: Bosun == Field Allowance: 4 Point Cost: 3 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Bosun''' || <!--Spd--> 6 || <!--MAT--> 7 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Cleave''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. <br> '''Gang''' <br> '''Granted: Vengeance''' While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) '''No Quarter''' This model can use No Quarter once per game at any time during its unit's activation. This activation, models in its unit gain Pathfinder. A model in this unit that charges as part of its Normal Movement gains +2 SPD. No Quarter lasts for one round. ===Weapons=== {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--Rng-->1|<!--POW-->13|}} *'''Critical Knockdown''': On a critical hit, models hit become knocked down. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 198210d3b181f4db82093d094cbc10dcca6a4771 578 577 2024-07-10T05:11:56Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Unit Attachment: Bosun */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Heavy Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Hand Weapon|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} == Unit Attachment: Bosun == Field Allowance: 4 Point Cost: 3 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Bosun''' || <!--Spd--> 6 || <!--MAT--> 7 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Cleave''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. <br> '''Gang''' <br> '''Granted: Vengeance''' While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) '''No Quarter''' This model can use No Quarter once per game at any time during its unit's activation. This activation, models in its unit gain Pathfinder. A model in this unit that charges as part of its Normal Movement gains +2 SPD. No Quarter lasts for one round. ===Weapons=== {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--Rng-->1|<!--POW-->13|}} *'''Critical Knockdown''': On a critical hit, models hit become knocked down. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 164599f2e5bda855781e26c5e422509c14dd4a3e 579 578 2024-07-10T05:12:44Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Weapons */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Heavy Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Hand Weapon|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} == Unit Attachment: Bosun == Field Allowance: 4 Point Cost: 3 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Bosun''' || <!--Spd--> 6 || <!--MAT--> 7 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Cleave''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. <br> '''Gang''' <br> '''Granted: Vengeance''' While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) '''No Quarter''' This model can use No Quarter once per game at any time during its unit's activation. This activation, models in its unit gain Pathfinder. A model in this unit that charges as part of its Normal Movement gains +2 SPD. No Quarter lasts for one round. ===Weapons=== {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--Rng-->1|<!--POW-->13|*'''Critical Knockdown''': On a critical hit, models hit become knocked down. }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 7f62c51c0768df79aa4cfd026203a84646b70dae 580 579 2024-07-10T05:13:24Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Weapons */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Heavy Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Hand Weapon|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} {{Melee Weapon|<!--Name-->Hook|<!--RAT-->6|<!--Rng-->1|<!--POW-->12|}} == Unit Attachment: Bosun == Field Allowance: 4 Point Cost: 3 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Bosun''' || <!--Spd--> 6 || <!--MAT--> 7 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Cleave''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. <br> '''Gang''' <br> '''Granted: Vengeance''' While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) '''No Quarter''' This model can use No Quarter once per game at any time during its unit's activation. This activation, models in its unit gain Pathfinder. A model in this unit that charges as part of its Normal Movement gains +2 SPD. No Quarter lasts for one round. ===Weapons=== {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--Rng-->1|<!--POW-->13|*'''Critical Knockdown''': On a critical hit, models hit become knocked down. }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 7a389410a555cd258cfb9d0e9b3894486ac4c326 581 580 2024-07-10T05:16:36Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Heavy Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Hand Weapon|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Unit Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Unit Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} {{Melee Weapon|<!--Name-->Hook|<!--RAT-->6|<!--Rng-->1|<!--POW-->12|}} == Unit Attachment: Bosun == Field Allowance: 4 Point Cost: 3 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Bosun''' || <!--Spd--> 6 || <!--MAT--> 7 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Cleave''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. <br> '''Gang''' <br> '''Granted: Vengeance''' While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) '''No Quarter''' This model can use No Quarter once per game at any time during its unit's activation. This activation, models in its unit gain Pathfinder. A model in this unit that charges as part of its Normal Movement gains +2 SPD. No Quarter lasts for one round. ===Weapons=== {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--Rng-->1|<!--POW-->13|*'''Critical Knockdown''': On a critical hit, models hit become knocked down. }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. * It can be rather cumbersome to score a 40mm objective with a full unit of Marauders, because their six 40mm bases take up so much surface area on the board, and you have to fit them all within 3" of the objective somehow. * Their effectiveness tends to go way down once their UA has been taken off the board. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} c1331cf05e1aa23208654ff42386aa8798051309 582 581 2024-07-10T05:32:38Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Field Allowance: 4 Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Heavy Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Hand Weapon|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Command Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Command Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} {{Melee Weapon|<!--Name-->Hook|<!--RAT-->6|<!--Rng-->1|<!--POW-->12|}} == Command Attachment: Bosun == Field Allowance: 4 Point Cost: 3 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Bosun''' || <!--Spd--> 6 || <!--MAT--> 7 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Cleave''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. <br> '''Gang''' <br> '''Granted: Vengeance''' While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) '''No Quarter''' This model can use No Quarter once per game at any time during its unit's activation. This activation, models in its unit gain Pathfinder. A model in this unit that charges as part of its Normal Movement gains +2 SPD. No Quarter lasts for one round. ===Weapons=== {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--Rng-->1|<!--POW-->13|*'''Critical Knockdown''': On a critical hit, models hit become knocked down. }} == Role and Strengths: == The backbone of your force. At FA 4 and costing only 6 points, they are very spammable. They hit surprisingly hard. Pow 11 swords seems bad, but when you add Gang, Stir the Blood (from the Booty Boss), and Fury's Strength (from the spell rack) you get MAT 8 POW 17, which is good enough that you can charge heavies with them. This works with any warlock and any Command Attachment. In addition to those 5 charge attacks at up to POW 17, they still get their pistol shots as well, for a total of 10 attacks from 5 models. Beyond that, their role depends on which of the three Command Attachments you choose. (There is not much point to a Marauder unit without an attachment.) The Tapper helps keep his unit alive. They're good for contesting objectives, and being a meat shield for the rest of your army. The Bosun speeds up her unit. They can close the gap and get into melee quickly. The Quartermaster buffs his unit's firepower, making them a serious ranged threat. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. * It can be rather cumbersome to score a 40mm objective with a full unit of Marauders, because their six 40mm bases take up so much surface area on the board, and you have to fit them all within 3" of the objective somehow. * Their effectiveness tends to go way down once their UA has been taken off the board. == Synergy == * Hargor Stormjaw: gives Marauders +1 to hit in a bubble. <br> * Booty Boss: 3 excellent battle plans including the one that gives Marauders +2 melee damage.<br> * Surgeon: can heal and revive marauders.<br> * Dirge: can give +2 RAT.<br> * Battle Brig: by Skyhooking the front model, it can extend the whole unit’s threat range by +2”.<br> Support spells:<br> * Fury’s Strength: a spell any warlock can take that’s another +2 melee damage on top of the battle plan.<br> * Fortune: another spell any warlock can take, to let the unit re-roll all misses == Tricks == Tapper: very cheap. doesn't add much offense (although +1 to hit is nice). What's good about this is that Stumbling Drunk means no-knockdown, which means you can keep toughing (and possibly walk away from follow-up attacks). Once-per-game Repo 3" is good for moving into contesting range after fighting, moving to a safer spot after shooting, Bosun: she personally hits quite hard but her main role is extending threat range (by up to 5" if you combine Vengeance move with minifeat). Granting Pathfinder on the charge is also very important. There's a certain skill to playing vengeance units where you need to offer one up as a tempting enough target without throwing the whole unit away. Quartermaster: 2 minifeats to improve unit shooting. His personal output is very good too (ROF 2 shotgun!) You'll be tempted to use both minifeats at the same time but that's not always the best idea. Remember that the quartermaster's unit isn't just a "shooting unit", it can still melee just as well. When charging with the unit, make sure to plan exactly where you’re going to place the Quartermaster for maximum spray coverage. {{Brineblood Marauders Footer}} 5a6677137b8043727be3fbe7492e99815b924b11 583 582 2024-07-10T05:42:41Z 2601:647:5E81:4790:94B2:49CB:162B:7BE5 0 /* Tricks */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Field Allowance: 4 Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Heavy Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Hand Weapon|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Command Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Command Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} {{Melee Weapon|<!--Name-->Hook|<!--RAT-->6|<!--Rng-->1|<!--POW-->12|}} == Command Attachment: Bosun == Field Allowance: 4 Point Cost: 3 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Bosun''' || <!--Spd--> 6 || <!--MAT--> 7 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Cleave''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. <br> '''Gang''' <br> '''Granted: Vengeance''' While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) '''No Quarter''' This model can use No Quarter once per game at any time during its unit's activation. This activation, models in its unit gain Pathfinder. A model in this unit that charges as part of its Normal Movement gains +2 SPD. No Quarter lasts for one round. ===Weapons=== {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--Rng-->1|<!--POW-->13|*'''Critical Knockdown''': On a critical hit, models hit become knocked down. }} == Role and Strengths: == The backbone of your force. At FA 4 and costing only 6 points, they are very spammable. They hit surprisingly hard. Pow 11 swords seems bad, but when you add Gang, Stir the Blood (from the Booty Boss), and Fury's Strength (from the spell rack) you get MAT 8 POW 17, which is good enough that you can charge heavies with them. This works with any warlock and any Command Attachment. In addition to those 5 charge attacks at up to POW 17, they still get their pistol shots as well, for a total of 10 attacks from 5 models. Beyond that, their role depends on which of the three Command Attachments you choose. (There is not much point to a Marauder unit without an attachment.) The Tapper helps keep his unit alive. They're good for contesting objectives, and being a meat shield for the rest of your army. The Bosun speeds up her unit. They can close the gap and get into melee quickly. The Quartermaster buffs his unit's firepower, making them a serious ranged threat. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. * It can be rather cumbersome to score a 40mm objective with a full unit of Marauders, because their six 40mm bases take up so much surface area on the board, and you have to fit them all within 3" of the objective somehow. * Their effectiveness tends to go way down once their UA has been taken off the board. == Synergy == * Hargor Stormjaw: gives Marauders +1 to hit in a bubble. <br> * Booty Boss: 3 excellent battle plans including the one that gives Marauders +2 melee damage.<br> * Surgeon: can heal and revive marauders.<br> * Dirge: can give +2 RAT.<br> * Battle Brig: by Skyhooking the front model, it can extend the whole unit’s threat range by +2”.<br> Support spells:<br> * Fury’s Strength: a spell any warlock can take that’s another +2 melee damage on top of the battle plan.<br> * Fortune: another spell any warlock can take, to let the unit re-roll all misses == Tricks == Tapper: Stumbling Drunk means no-knockdown, which means you can keep toughing (and possibly walk away from follow-up attacks). It makes your crew likely to last somewhat longer. Try to keep the Tapper alive as long as possible. Since it has no weapons, there's no reason it needs to be in the fight - you can place it as far back as possible when moving the unit. Look for a chance to place it behind terrain and out of sight. The tapper has a lower speed than the rest of the unit. This is weird but rarely comes up - just don't choose it to be the model leading the move. Once-per-game Repo 3" has many uses. Move up, shoot, then Repo to duck behind an obstruction or just get farther away. Or, use Repo to get within 3" of an objective, after using your activation to fight something. Or, just use Repo to spread the unit out so that they're less vulnerable to AOEs, sprays, Berserk/Overtake enemies, etc. Bosun: She can extend melee threat range by up to 5" if you combine Vengeance move with minifeat. Granting Pathfinder on the charge is also very important on many boards. Practice positioning your Vengeance unit such that you offer one up as a tempting target, without throwing the whole unit away. Quartermaster: 2 minifeats to improve unit shooting. His personal output is very good too (ROF 2 shotgun!) You'll be tempted to use both minifeats at the same time but that's not always the best idea. Remember that the quartermaster's unit isn't just a "shooting unit", it can still melee just as well. When charging with the unit, make sure to plan exactly where you’re going to place the Quartermaster for maximum spray coverage. {{Brineblood Marauders Footer}} 8e0a95d313dc407a2890e8a5dc91daf6551b6c4f Dusk House Kallyss 0 37 584 549 2024-07-10T09:14:49Z 180.150.80.139 0 /* Hazaroth, Narcissar of Ruin */ wikitext text/x-wiki == Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === Makes his army very durable. Very weak to anti healing tech. === [[Hellyth, Scyir of Nightfall]] === [Place Holder] Very high Assassination Potential, probably the Factions best Answer into Def-Skew, very fragile herself, except of her Feat Turn === [[Morayne, The Blade of Twilight]] === [Place Holder] Extremely mobile herself, can fix everything you need to be fixed due to Mortality and Spell Rack 3, very good Feat and high gotcha' Potential due to her ''Funeral Rites'' Rule. Very Mercenary Friendly because of Mortality debuffs the enemy and so applys for everyone in your own Army. At this Point, one of the best Casters in Game. === [[Scryafael, Nis-Issyr of Desolations]] === [Place Holder] Contestant for the best Caster in Game, toe to toe with Valeri from Winter Korps which can be a hard-counter to her. She brings effectively a +4 Threat Range Buff for one of your Jacks (most of the time Israfyl), but also can speed up Magnus & Invictus or Carver & Warpig, because one of those spells is Telekinesis. She has a very powerful Area-Denial Feat, which allows her to play a really aggressive Scenario Game. The Icing on the Cake is she herself is really hard to assassinate, because with Blade Shield, Girded, Poltergeist, Steady, Def 14 and Arm 17 with 16 Boxes, she is very sturdy. If needed she also can contribute to the fighting directly with two Pow 14 Initials with Beatback and grievous Wounds, Dual Attack and a Power 12, 10'' Spray with Crit Decapitation. === [[Tyrus, Nis-Arsyr of Spiders]] === [Place Holder] Maybe the most consistent Caster of the Faction. He is the Guy that can stay behind a Building the whole Game, only channeling good Spells and Buffs through his Arc Nodes, feating at some Point and be very happy and good doing this. With a Feat that gives effectuvely an Army wide (yes, again also for Mercenaries) +2 Spd (even better, because it's a Place-Effect), a good native Spell List, the strong Dusk Rack to pick from and enough Focus and Control Range to use all of that, he can be a Nightmare four your Opponent. But don't be fooled when it comes down to the dirty Work. He is still very stable from the Start, with good Stats of Def15, Arm17, 17 Boxes, Undead (which is a Buff at this Time, most of the Time) and the potentially Back-breaking Arcane Vortex. Being still a Vampire Elf, his Melee is not bad at all with Rng2, POW 14, Death Boon and flashing Blade as native Spell. {{Dusk House Kallyss Footer}} 225c9b0e004fc56dad7a0e6a3e840ddc3298555d Convergence of Cyriss 0 57 585 548 2024-07-10T09:53:24Z 180.150.113.43 0 /* Which Caster is for me? */ wikitext text/x-wiki == Why Play Convergence of Cyriss == In terms of playstyle, they are all about inter-model synergies, with your entire army interacting like cogs in a clock. This means they are unbelievably demanding when it comes to synergy, and while they can do powerful focus shenanigans and synergize their units like the best of 'em, they demand a skillful player. <br><br> '''Vectors'''<br> Convergence Warjacks are specialized machines called "Vectors" - each a triumph of engineering, and an act of worship to the Maiden of Gears. ''Interface Node'': Vectors do not use Cortexes. As such, they are completely immune to any effect requiring a 'functional cortex', or that deals damage directly to cortex boxes.<br> ''No Power Up'': Vectors do not Power Up at the start of the Convergence turn.<br> ''Focus Induction'': When a Vector spends a Focus point, it may give that focus to another Warjack within the 9", provided it is from the same battlegroup.<br> Note that this does not allow a Vector to go above the normal 3 focus point limit. ''Vector Mat/Rat'': Convergence Vectors do not have their own Mat/Rat value; instead they use the Mat and Rat of their controlling Warcaster.<br> This means that Vectors are completely immune to effects that increase or decrease their Mat/Rat - however, any such effect on their controller will be passed along to the entire battlegroup. <br><br> '''Field Marshal'''<br> As Convergence Warcasters control their Vectors directly, the majority of them carry a unique Field Marshal ability that can specialize the way they work. <br><br> '''Clockwork Vessel'''<br> Being magically transmuted into clockwork bodies, nearly the entire army are Construct models. Being Constructs makes the army immune to things that affect living models, such as Poison. However, it does make them more susceptible to anti-construct abilities. Also, they may be robots, but they're still being piloted by a soul; enemy Soul Takers will still gain souls from them. == Which Caster is for me? == <br> Each Convergence Warcaster tends to be specialized in a particular way, due to their Mat/Rat setup, and their Field Marshal. <br><br> ===[[Aurora, The Numen of Aerogenesis]]=== '''Mat6/Rat4, Field Marshal: Apparition''' <br> A highly mobile caster, her unique spell 'Aerogenisis' provides Flight and +2 Spd to her Warrior Models. Aurora herself has Flank[Angel], so she can work well with Clockwork and Negation Angels. <br><br> ===[[Archnumen Aurora]]=== '''Mat7/Rat5''' <br> Similarly mobile as her first iteration, Aurora 2 is more focused on supporting flying models, with a selection of Battle Commands available for friendly Flyers, as well as a feat focused on the same. She can bring a non-flying Vector into the sky alongside her with Arcane Propulsion, as well as tune up her battlegroup with Hand of Destruction. <br><br> ===[[Aurum Lucanum Athanor Locke]]=== '''Mat5/Rat5, Field Marshal: True Strike''' <br> Locke provides a strong focus on her battlegroup, with Engine of Destruction allowing her Vectors to go to a whopping Mat 9. Road to War and Redline can squeeze the most out of their positioning. <br><br> ===[[Axis, The Harmonic Enforcer]]=== '''Mat7/Rat4, Field Marshal: Unyeilding''' <br> Axis spells the word "Subtlety" in all caps - after setting the letters on fire. Iron Aggression and his naturally high Mat can result in a highly consistent Vector, and a feat that prevents charges provides a lot of staying power for his forces. <br><br> ===[[Eminent Configurator Orion]] === '''Mat4/Rat6, Field Marshal: Reposition 3"'''<br> Orion is one of two shooting focused Warcasters in the Convergence roster. His ability to configure himself to either +2 Mat or Rat each turn allows his battlegroup to exist with a natural Rat8 - combined with Magic Bullet, Mage Sight, and Spellpiercer, and Orion can set up a solid Battlegroup Gunline. <br><br> ===[[Father Lucant, The Divinity Architect]]=== '''Mat6/Rat3, Field Marshal: Shield Guard''' <br> Lucant, on the surface, seems like a primarily defensive caster, with Deceleration, Watcher, and a feat providing +4 armor all around - however, Positive Charge can turn his Battlegroup, as well as the rest of his force, up to 11. <br><br> ===[[Forge Master Syntherion]]=== '''Mat6/Rat5, Field Marshal: Auto-Repair''' <br> Syntherion is a solid all-rounder, with tricks to add value to any play style. Hot Shot can tune up a shooting Battlegroup, combined with Road to War and Synergy to help pack a solid punch in melee. His unique Spell, Magnetic Hold, helps provide both a defensive advantage, as well as a threat extension, against a single unit - just don't forget to bring an Arc-Node or two! <br><br> ===[[Iron Mother Directrix]]=== '''Mat5/Rat5, Field Marshal: Arc Node'''<br> Directrix can be tricky to master. She brings two Servitors with her that provide a damage buff against up to two models/units per turn. Fire Group provides a direct extension to gun ranges, while Shrapnel Swarm can decimate poorly positioned infantry. Domination allows her to badly disrupt enemy Warjacks, and can lead to some difficult positioning from your opponent. While her statline is nothing to boast about for her battlegroup, her feat allows a high level of consistency during a critical moment. {{Convergence Footer}} 5b9efa58cc42c681fbefe27c6710d3119bf332f7 File:Aurora 1.jpg 6 172 586 2024-07-10T10:08:12Z Nequid 24 wikitext text/x-wiki Aurora, The Numen of Aerogenisis 0d2acd6a5a3eeee7c929586e84d233434ec18341 Template:House Kallyss Rack List 10 173 587 2024-07-10T10:09:34Z Cas de Winter 25 Created page with "=== House Kallyss Rack Spells (Expandable List) === <div class="mw-collapsible-content"> {{Abyssal Gate}} {{Backlash}} {{Battle Lust}} {{Black Talons}} {{Curse of Shadows}} {{Deceleration}} {{Ghost Walk}} {{Inviolable Resolve}} {{Mirage}} {{Revive}}" wikitext text/x-wiki === House Kallyss Rack Spells (Expandable List) === <div class="mw-collapsible-content"> {{Abyssal Gate}} {{Backlash}} {{Battle Lust}} {{Black Talons}} {{Curse of Shadows}} {{Deceleration}} {{Ghost Walk}} {{Inviolable Resolve}} {{Mirage}} {{Revive}} 0ad87a3cf18a24a68f722b5ecf9d7a30361bdbcb File:Aurora 1 Alt.jpg 6 174 588 2024-07-10T10:11:14Z Nequid 24 wikitext text/x-wiki Aurora, the Non-Metallic Numen (Minicrate) 781762da1e352e1efbbd77d3b316cde151741aaf Aurora, The Numen of Aerogenesis 0 175 589 2024-07-10T10:33:55Z Nequid 24 Created page with "'''<big> {{PAGENAME}} </big> '''<br> <span style="font-size: 1.2em;">'''[[Convergence of Cyriss]]'''</span> <br> ''Born to surpass human ingenuity and studied precision, she will carry the Convergence towards unity with Cyriss on mechanikal wings.<br> - Iron Mother Directrix'' [[File:Aurora 1.jpg|thumb|Aurora, The Numen of Aerogenisis]] [[File:Aurora 1 Alt.jpg|thumb|Aurora, the Non-Metallic Numen (Minicrate)]] '''Statistics:''' {| class=wikitable style="text-align: cen..." wikitext text/x-wiki '''<big> {{PAGENAME}} </big> '''<br> <span style="font-size: 1.2em;">'''[[Convergence of Cyriss]]'''</span> <br> ''Born to surpass human ingenuity and studied precision, she will carry the Convergence towards unity with Cyriss on mechanikal wings.<br> - Iron Mother Directrix'' [[File:Aurora 1.jpg|thumb|Aurora, The Numen of Aerogenisis]] [[File:Aurora 1 Alt.jpg|thumb|Aurora, the Non-Metallic Numen (Minicrate)]] '''Statistics:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Aurora 1!! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | || <!--Spd--> 7 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} '''Abilities:'''<Br> '''Apparition''' - During your Control Phase, place this model anywhere completely within 2" of its current location. <br> '''Flank [Angel]''' - When this model makes a melee attack against an enemy model in the melee range of a friendly Angel model, this model gains +2 to its attack rolls and gains an additional damage dice. <br> '''Field Marshal [Apparition]''' - Cohort models in this model's battlegroup gain Apparition. <br> Weapons: {{Ranged Weapon|Polynomial Beam|4|12|1|-|12|*'''Pistol''', '''Magical'''}} {{Melee Weapon|Polynomial Staff|6|2|12|* '''Magical'''<br>'''Mechanikal Seizure''' - A warjack hit by this weapon becomes stationary for one round.}} '''Feat: Eleventh Hour:''' <br> Friendly Faction models currently in Aurora's control range gain Reposition [5'] and Unstoppable. Eleventh Hour lasts for one turn. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [5'] can advance up to 5", then its activation ends.) '''Spells:'''<br> {{ Admonition }} <br> {{ Aerogenisis }} <br> {{ Arcane Might }} <br> {{ Bladed Gale }} <br> {{ Flashing Blade }} <br> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Convergence Footer}} 88fff6680cd39519dcfd58a500327c1dd0369857 590 589 2024-07-10T10:34:32Z Nequid 24 wikitext text/x-wiki '''<big> {{PAGENAME}} </big> '''<br> ''Born to surpass human ingenuity and studied precision, she will carry the Convergence towards unity with Cyriss on mechanikal wings.''<br> ''- Iron Mother Directrix'' [[File:Aurora 1.jpg|thumb|Aurora, The Numen of Aerogenisis]] [[File:Aurora 1 Alt.jpg|thumb|Aurora, the Non-Metallic Numen (Minicrate)]] '''Statistics:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Aurora 1!! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | || <!--Spd--> 7 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} '''Abilities:'''<Br> '''Apparition''' - During your Control Phase, place this model anywhere completely within 2" of its current location. <br> '''Flank [Angel]''' - When this model makes a melee attack against an enemy model in the melee range of a friendly Angel model, this model gains +2 to its attack rolls and gains an additional damage dice. <br> '''Field Marshal [Apparition]''' - Cohort models in this model's battlegroup gain Apparition. <br> Weapons: {{Ranged Weapon|Polynomial Beam|4|12|1|-|12|*'''Pistol''', '''Magical'''}} {{Melee Weapon|Polynomial Staff|6|2|12|* '''Magical'''<br>'''Mechanikal Seizure''' - A warjack hit by this weapon becomes stationary for one round.}} '''Feat: Eleventh Hour:''' <br> Friendly Faction models currently in Aurora's control range gain Reposition [5'] and Unstoppable. Eleventh Hour lasts for one turn. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [5'] can advance up to 5", then its activation ends.) '''Spells:'''<br> {{ Admonition }} <br> {{ Aerogenisis }} <br> {{ Arcane Might }} <br> {{ Bladed Gale }} <br> {{ Flashing Blade }} <br> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Convergence Footer}} ddb7ee9ef82796da2a8e68ec07ad7ff653f3f4c2 Template:Admonition 10 176 595 2024-07-10T12:05:43Z Nequid 24 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Admonition</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| When an enemy model advances and ends its movement or is placed within 6" of target model in the spellcaster's ba..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Admonition</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| When an enemy model advances and ends its movement or is placed within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. |} 321e7e6047749fb287f497ed7a1752fceae02aca Captain Athena di Baro 0 120 597 522 2024-07-10T12:06:31Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Barol]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. '''Polarity Field''': This model cannot be targeted by a charge or slam power attack made by a construct model. ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} e0d718892a747b3fcfbac439695726244c1e8c13 Template:Aerogenisis 10 177 601 2024-07-10T12:09:31Z Nequid 24 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big> Aerogenisis </big> ''' || 3 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster and friendly Faction warrior models/units beginning their activations in its control r..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big> Aerogenisis </big> ''' || 3 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster and friendly Faction warrior models/units beginning their activations in its control range gain +2 SPD and Flight during their activations. Aerogenisis lasts for one turn. |} 37f4a28be8302ea75d5686c49f628605d309fab2 Template:Arcane Might 10 178 602 2024-07-10T12:10:59Z Nequid 24 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Arcane Might</big> ''' || 2 || Self || Ctrl || - || Up || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, friendly Faction non-Leader warrior models can spend 1 Focus or..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Arcane Might</big> ''' || 2 || Self || Ctrl || - || Up || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, friendly Faction non-Leader warrior models can spend 1 Focus or Fury point on the spellcaster to boost a melee attack or melee damage roll during their activations. |} c466e19d2dd700c978df56f32b9ed299e66b4876 Hazaroth, Narcissar of Ruin 0 167 603 600 2024-07-10T12:11:00Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} {{Ranged Weapon|Hellrazor|8|15|2|-|-|*'''Magical''' *'''Electrical *'''Critical Cortex Damage''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play}} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 304739819c62c511075ea153964fb60b73fdeb8f 604 603 2024-07-10T12:11:40Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} {{Melee Weapon|Hellrazor|8|15|2|-|-|*'''Magical''' *'''Deathly Domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play}} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 31b51ca5853ed090e351abe0a69ff46e3760a1ae 606 604 2024-07-10T12:13:19Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|*'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} eca4f31216bb4f1b5bd74ccf445977656a1bfb4a 610 606 2024-07-10T12:21:17Z Cas de Winter 25 /* Spells */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|*'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 52eeba5bcc038649fd7c9763721cd7cb3189db2d 620 610 2024-07-10T12:41:45Z Cas de Winter 25 /* Downsides: */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|*'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Weak against Anti healing tech and grievous wounds lists as this counters both Invocations of Dust and his feat. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to pai with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} a3eae99a152864a41fc96fc1a65301f19b19ec65 621 620 2024-07-10T12:42:08Z Cas de Winter 25 /* Recommended choices */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|*'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Weak against Anti healing tech and grievous wounds lists as this counters both Invocations of Dust and his feat. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to be targeted with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 416bb29535fa2a67f662d564b97f079d946e126d 624 621 2024-07-10T12:50:11Z Cas de Winter 25 /* Roles and Strengths: */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|15|2|*'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?-->Creates incredibly durable infantry assaults <!-- How do they do it, what do they excel at?--> *Invocations makes infantry very hard to kill without the correct tech. It pairs very well with inviolable resolve. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Weak against Anti healing tech and grievous wounds lists as this counters both Invocations of Dust and his feat. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to be targeted with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 82838649b7f473d3edd1f64b98218192166114bd 631 624 2024-07-10T19:49:35Z 74.78.203.213 0 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|2|15|*'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?-->Creates incredibly durable infantry assaults <!-- How do they do it, what do they excel at?--> *Invocations makes infantry very hard to kill without the correct tech. It pairs very well with inviolable resolve. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Weak against Anti healing tech and grievous wounds lists as this counters both Invocations of Dust and his feat. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to be targeted with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{House Kallyss Footer}} 5e5260673e7d7a49d9d8bac2f46b5dc2c973dd46 632 631 2024-07-10T21:34:44Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Invocations of Dust''': When a friendly undead non-leader Faction warrior model within 10" of this model is disabled this model can spend one focus point to remove one damage point from the disabled model.<br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". <br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Melee Weapon|Hellrazor|8|2|15|*'''Magical *'''Deathly domination''': When this weapon boxes a living or undead non-leader enemy warrior model, you can then immediately take control of the enemy model and make a full advance followed by a basic melee attack, then the boxed model is destroyed and removed from play. }} === Feat: Restorations of Shadow === Remove all damage from extra large and smaller based models in Hazaroth's battle group currently in his control area. Additionally each warjack model in Hazaroth's battlegroup currently in his control range gains 1 focus point. === Spells === <!--Try to set templates for the spells, list them out--> {{Escort}} {{Shadowmancer}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?-->Creates incredibly durable infantry assaults <!-- How do they do it, what do they excel at?--> *Invocations makes infantry very hard to kill without the correct tech. It pairs very well with inviolable resolve. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Weak against Anti healing tech and grievous wounds lists as this counters both Invocations of Dust and his feat. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Cavalry, the toughest undead warrior models to be targeted with Invocations of dust === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Dusk House Kallyss Footer}} fce1bebbf233d1e8f409b9d6d39cb261b38d0427 Template:Bladed Gale 10 179 605 2024-07-10T12:12:03Z Nequid 24 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big> Bladed Gale </big> ''' || 3 || Sp8 || - || 13 || - || Yes |- |colspan=7 style="text-align: left;"| Models hit lose Flight for one round. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big> Bladed Gale </big> ''' || 3 || Sp8 || - || 13 || - || Yes |- |colspan=7 style="text-align: left;"| Models hit lose Flight for one round. |} db59a0dff27a5b40803c8c5a5fff45f58054bc3c Template:Flashing Blade 10 180 607 2024-07-10T12:13:25Z Nequid 24 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big> Flashing Blade </big> ''' || 1 || Self || - || - || - || No |- |colspan=7 style="text-align: left;"| The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big> Flashing Blade </big> ''' || 1 || Self || - || - || - || No |- |colspan=7 style="text-align: left;"| The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous. |} 546a69e51d5da1744e9fd4f3ab903729392dd589 Template:House Kallyss Rack List 10 173 608 587 2024-07-10T12:16:36Z Cas de Winter 25 /* House Kallyss Rack Spells (Expandable List) */ wikitext text/x-wiki === House Kallyss Rack Spells (Expandable List) === <div class="mw-collapsible-content"> {{Abyssal Gate}} {{Backlash}} {{Battle Lust}} {{Black Talons}} {{Curse of Shadows}} {{Deceleration}} {{Ghost Walk}} {{Inviolable Resolve}} {{Mirage}} {{Revive}} </div> </div> 5b74171c1b2da8726e742db02ac17a080944c151 609 608 2024-07-10T12:17:58Z Cas de Winter 25 /* House Kallyss Rack Spells (Expandable List) */ wikitext text/x-wiki === House Kallyss Rack Spells (Expandable List) === <div class="mw-collapsible-content"> {{Abyssal Gate}} {{Backlash}} {{Battle Lust}} {{Black Talons}} {{Curse of Shadows}} {{Deceleration}} {{Ghost Walk}} {{Inviolable Resolve}} {{Mirage}} {{Revive}} </div> </div> 31ed227c5f67c7fd073d16c5d0ef8250cf80f794 619 609 2024-07-10T12:40:27Z Cas de Winter 25 wikitext text/x-wiki <div class="mw-collapsible mw-collapsed"> === House Kallyss Rack Spells (Expandable List) === <div class="mw-collapsible-content"> {{Abyssal Gate}} {{Backlash}} {{Battle Lust}} {{Black Talons}} {{Curse of Shadows}} {{Deceleration}} {{Ghost Walk}} {{Inviolable Resolve}} {{Mirage}} {{Revive}} </div> </div> 07bb8f048ddb0c1631714f254c1aa86a088b1a92 Aurora, The Numen of Aerogenesis 0 175 611 590 2024-07-10T12:24:57Z Nequid 24 /* Roles and Strengths: */ wikitext text/x-wiki '''<big> {{PAGENAME}} </big> '''<br> ''Born to surpass human ingenuity and studied precision, she will carry the Convergence towards unity with Cyriss on mechanikal wings.''<br> ''- Iron Mother Directrix'' [[File:Aurora 1.jpg|thumb|Aurora, The Numen of Aerogenisis]] [[File:Aurora 1 Alt.jpg|thumb|Aurora, the Non-Metallic Numen (Minicrate)]] '''Statistics:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Aurora 1!! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | || <!--Spd--> 7 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} '''Abilities:'''<Br> '''Apparition''' - During your Control Phase, place this model anywhere completely within 2" of its current location. <br> '''Flank [Angel]''' - When this model makes a melee attack against an enemy model in the melee range of a friendly Angel model, this model gains +2 to its attack rolls and gains an additional damage dice. <br> '''Field Marshal [Apparition]''' - Cohort models in this model's battlegroup gain Apparition. <br> Weapons: {{Ranged Weapon|Polynomial Beam|4|12|1|-|12|*'''Pistol''', '''Magical'''}} {{Melee Weapon|Polynomial Staff|6|2|12|* '''Magical'''<br>'''Mechanikal Seizure''' - A warjack hit by this weapon becomes stationary for one round.}} '''Feat: Eleventh Hour:''' <br> Friendly Faction models currently in Aurora's control range gain Reposition [5'] and Unstoppable. Eleventh Hour lasts for one turn. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [5'] can advance up to 5", then its activation ends.) '''Spells:'''<br> {{ Admonition }} <br> {{ Aerogenisis }} <br> {{ Arcane Might }} <br> {{ Bladed Gale }} <br> {{ Flashing Blade }} <br> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A fast, maneuverable caster that excels in supporting her warrior models. <!-- How do they do it, what do they excel at?--> * Aerogenisis is Aurora's bread and butter; giving a blanket +2 SPD to all warriors, as well as flight, allows your warriors to effectively ignore terrain. * Flank [Angel], combined with Flashing Blade, allows Aurora to easily handle groups of infantry. Warjacks can be made stationary with a tactical strike at Mat8 with flank, allowing her other forces to clean up. * Field Marshal: Apparition allows her Battlegroup to hide outside of enemy LOS, and pop out to launch their attack. Combined with Admonition, skilled positioning can make it very hard to pin down her heavies. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Convergence Footer}} 6348417a38a39bf12fc0d73df220cc98ce683974 612 611 2024-07-10T12:27:14Z Nequid 24 /* Downsides: */ wikitext text/x-wiki '''<big> {{PAGENAME}} </big> '''<br> ''Born to surpass human ingenuity and studied precision, she will carry the Convergence towards unity with Cyriss on mechanikal wings.''<br> ''- Iron Mother Directrix'' [[File:Aurora 1.jpg|thumb|Aurora, The Numen of Aerogenisis]] [[File:Aurora 1 Alt.jpg|thumb|Aurora, the Non-Metallic Numen (Minicrate)]] '''Statistics:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Aurora 1!! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | || <!--Spd--> 7 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} '''Abilities:'''<Br> '''Apparition''' - During your Control Phase, place this model anywhere completely within 2" of its current location. <br> '''Flank [Angel]''' - When this model makes a melee attack against an enemy model in the melee range of a friendly Angel model, this model gains +2 to its attack rolls and gains an additional damage dice. <br> '''Field Marshal [Apparition]''' - Cohort models in this model's battlegroup gain Apparition. <br> Weapons: {{Ranged Weapon|Polynomial Beam|4|12|1|-|12|*'''Pistol''', '''Magical'''}} {{Melee Weapon|Polynomial Staff|6|2|12|* '''Magical'''<br>'''Mechanikal Seizure''' - A warjack hit by this weapon becomes stationary for one round.}} '''Feat: Eleventh Hour:''' <br> Friendly Faction models currently in Aurora's control range gain Reposition [5'] and Unstoppable. Eleventh Hour lasts for one turn. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [5'] can advance up to 5", then its activation ends.) '''Spells:'''<br> {{ Admonition }} <br> {{ Aerogenisis }} <br> {{ Arcane Might }} <br> {{ Bladed Gale }} <br> {{ Flashing Blade }} <br> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A fast, maneuverable caster that excels in supporting her warrior models. <!-- How do they do it, what do they excel at?--> * Aerogenisis is Aurora's bread and butter; giving a blanket +2 SPD to all warriors, as well as flight, allows your warriors to effectively ignore terrain. * Flank [Angel], combined with Flashing Blade, allows Aurora to easily handle groups of infantry. Warjacks can be made stationary with a tactical strike at Mat8 with flank, allowing her other forces to clean up. * Field Marshal: Apparition allows her Battlegroup to hide outside of enemy LOS, and pop out to launch their attack. Combined with Admonition, skilled positioning can make it very hard to pin down her heavies. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Def 16 will not keep Aurora alive - she is very venerable to Knock-down or Stationary, and her relatively low armor can be easily beaten. * Her damage spell, Bladed Gale, is quite costly, and only situationally useful for its anti-flight ability. * Aurora herself brings no way to increase her army's power. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Convergence Footer}} 5b28b6e997e2045acea89f06d3326b0512096e52 618 612 2024-07-10T12:40:23Z Nequid 24 /* Tricks: */ wikitext text/x-wiki '''<big> {{PAGENAME}} </big> '''<br> ''Born to surpass human ingenuity and studied precision, she will carry the Convergence towards unity with Cyriss on mechanikal wings.''<br> ''- Iron Mother Directrix'' [[File:Aurora 1.jpg|thumb|Aurora, The Numen of Aerogenisis]] [[File:Aurora 1 Alt.jpg|thumb|Aurora, the Non-Metallic Numen (Minicrate)]] '''Statistics:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Aurora 1!! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | || <!--Spd--> 7 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} '''Abilities:'''<Br> '''Apparition''' - During your Control Phase, place this model anywhere completely within 2" of its current location. <br> '''Flank [Angel]''' - When this model makes a melee attack against an enemy model in the melee range of a friendly Angel model, this model gains +2 to its attack rolls and gains an additional damage dice. <br> '''Field Marshal [Apparition]''' - Cohort models in this model's battlegroup gain Apparition. <br> Weapons: {{Ranged Weapon|Polynomial Beam|4|12|1|-|12|*'''Pistol''', '''Magical'''}} {{Melee Weapon|Polynomial Staff|6|2|12|* '''Magical'''<br>'''Mechanikal Seizure''' - A warjack hit by this weapon becomes stationary for one round.}} '''Feat: Eleventh Hour:''' <br> Friendly Faction models currently in Aurora's control range gain Reposition [5'] and Unstoppable. Eleventh Hour lasts for one turn. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [5'] can advance up to 5", then its activation ends.) '''Spells:'''<br> {{ Admonition }} <br> {{ Aerogenisis }} <br> {{ Arcane Might }} <br> {{ Bladed Gale }} <br> {{ Flashing Blade }} <br> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A fast, maneuverable caster that excels in supporting her warrior models. <!-- How do they do it, what do they excel at?--> * Aerogenisis is Aurora's bread and butter; giving a blanket +2 SPD to all warriors, as well as flight, allows your warriors to effectively ignore terrain. * Flank [Angel], combined with Flashing Blade, allows Aurora to easily handle groups of infantry. Warjacks can be made stationary with a tactical strike at Mat8 with flank, allowing her other forces to clean up. * Field Marshal: Apparition allows her Battlegroup to hide outside of enemy LOS, and pop out to launch their attack. Combined with Admonition, skilled positioning can make it very hard to pin down her heavies. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Def 16 will not keep Aurora alive - she is very venerable to Knock-down or Stationary, and her relatively low armor can be easily beaten. * Her damage spell, Bladed Gale, is quite costly, and only situationally useful for its anti-flight ability. * Aurora herself brings no way to increase her army's power. == Tricks: == <!-- dot point list of cool plays and combos--> * A Corollary can help fuel Auroras battlegroup, allowing her to spend her focus on more valuable spells. The extra control range is useful for Aerogenisis and Arcane Might. * Aerogenisis hits models/units - if only one member of a unit is in range, the entire unit will get the +2 SPD and flight, allowing you to roam quite wide of Aurora herself. * Aurora enjoys having several Angels in her list to trigger her Flank. Remember, only Clockwork Angels and Negation Angels will trigger it - Prefect Hypatia and Asphyxious are ''not'' classified as Angels. * Aurora can be quite focus greedy, wanting to keep her supply available for Arcane Might to assist her troops, or Flashing Blades, if she's going to solve her own problems. * J.A.I.M.S. can be a highlight of an Aurora 1 list - while she doesn't need Flight, +2 SPD and access to Arcane Might can make her a dangerous piece. * Negation Angels can threaten a surprising assassination - use Prefect Hypatia to Apparate them out from behind cover, Aerogenisis to charge out to 12", and Arcane Might to help place their first attack to land Paralysis. * Asphyxious can be a crucial part of Aurora 1's list, providing a valuable power swing in the form of Dark Shroud. * While Aurora has a below average Rat, a Diffuser can help lean into the bonus melee threat range provided by Aerogenisis or her Field Marshal. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Convergence Footer}} 57d7e018c74677a914ff7256a5f0510ab4a54d7f 625 618 2024-07-10T12:59:18Z Nequid 24 /* Recommended choices */ wikitext text/x-wiki '''<big> {{PAGENAME}} </big> '''<br> ''Born to surpass human ingenuity and studied precision, she will carry the Convergence towards unity with Cyriss on mechanikal wings.''<br> ''- Iron Mother Directrix'' [[File:Aurora 1.jpg|thumb|Aurora, The Numen of Aerogenisis]] [[File:Aurora 1 Alt.jpg|thumb|Aurora, the Non-Metallic Numen (Minicrate)]] '''Statistics:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Aurora 1!! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | || <!--Spd--> 7 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} '''Abilities:'''<Br> '''Apparition''' - During your Control Phase, place this model anywhere completely within 2" of its current location. <br> '''Flank [Angel]''' - When this model makes a melee attack against an enemy model in the melee range of a friendly Angel model, this model gains +2 to its attack rolls and gains an additional damage dice. <br> '''Field Marshal [Apparition]''' - Cohort models in this model's battlegroup gain Apparition. <br> Weapons: {{Ranged Weapon|Polynomial Beam|4|12|1|-|12|*'''Pistol''', '''Magical'''}} {{Melee Weapon|Polynomial Staff|6|2|12|* '''Magical'''<br>'''Mechanikal Seizure''' - A warjack hit by this weapon becomes stationary for one round.}} '''Feat: Eleventh Hour:''' <br> Friendly Faction models currently in Aurora's control range gain Reposition [5'] and Unstoppable. Eleventh Hour lasts for one turn. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [5'] can advance up to 5", then its activation ends.) '''Spells:'''<br> {{ Admonition }} <br> {{ Aerogenisis }} <br> {{ Arcane Might }} <br> {{ Bladed Gale }} <br> {{ Flashing Blade }} <br> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A fast, maneuverable caster that excels in supporting her warrior models. <!-- How do they do it, what do they excel at?--> * Aerogenisis is Aurora's bread and butter; giving a blanket +2 SPD to all warriors, as well as flight, allows your warriors to effectively ignore terrain. * Flank [Angel], combined with Flashing Blade, allows Aurora to easily handle groups of infantry. Warjacks can be made stationary with a tactical strike at Mat8 with flank, allowing her other forces to clean up. * Field Marshal: Apparition allows her Battlegroup to hide outside of enemy LOS, and pop out to launch their attack. Combined with Admonition, skilled positioning can make it very hard to pin down her heavies. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Def 16 will not keep Aurora alive - she is very venerable to Knock-down or Stationary, and her relatively low armor can be easily beaten. * Her damage spell, Bladed Gale, is quite costly, and only situationally useful for its anti-flight ability. * Aurora herself brings no way to increase her army's power. == Tricks: == <!-- dot point list of cool plays and combos--> * A Corollary can help fuel Auroras battlegroup, allowing her to spend her focus on more valuable spells. The extra control range is useful for Aerogenisis and Arcane Might. * Aerogenisis hits models/units - if only one member of a unit is in range, the entire unit will get the +2 SPD and flight, allowing you to roam quite wide of Aurora herself. * Aurora enjoys having several Angels in her list to trigger her Flank. Remember, only Clockwork Angels and Negation Angels will trigger it - Prefect Hypatia and Asphyxious are ''not'' classified as Angels. * Aurora can be quite focus greedy, wanting to keep her supply available for Arcane Might to assist her troops, or Flashing Blades, if she's going to solve her own problems. * J.A.I.M.S. can be a highlight of an Aurora 1 list - while she doesn't need Flight, +2 SPD and access to Arcane Might can make her a dangerous piece. * Negation Angels can threaten a surprising assassination - use Prefect Hypatia to Apparate them out from behind cover, Aerogenisis to charge out to 12", and Arcane Might to help place their first attack to land Paralysis. * Asphyxious can be a crucial part of Aurora 1's list, providing a valuable power swing in the form of Dark Shroud. * While Aurora has a below average Rat, a Diffuser can help lean into the bonus melee threat range provided by Aerogenisis or her Field Marshal. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> ''Battlegroup''<br> In General, I prefer to build a limited battlegroup, while focusing on a strong core of Warrior Models. * Corollary - Extend the range of Aerogenisis and Arcane Might, while fueling other battlegroup models to allow Aurora to spend her focus on more useful things. * Cypher - A well placed AoE 3 Flare can help with Aurora's average Mat/Rat. * Inverter - Apparition adds a much needed 2" threat extension. * Conservator - A Shield Guard can be frustrating against models such as Aurora and Angels, who already boast decent defense against shooting. If using Enigma Foundries, Hand of Vengeance can become trivial to trigger. * Diffuser - While it is shooting at Rat 4, you can lean into the potential of an additional +2 SPD when charging. ''Battle Engines'' <br> Aurora provides no direct support for Battle Engines outside of her Feat. * Nemo 4 - Being Rat 6, he can be a useful source of shooting, as well as offering a +2 Melee Damage boost to one of Aurora's Warjacks. ''Warriors'' <Br> * Angels - Several units of either type, plus Prefect Hypatia. Add a few Enigma Foundries to provide a reoccurring Flank threat turn after turn. * Asphyxious the Sanctified - Dark Shroud can provide a welcome damage boost. Note that he is not a Leader, and as such, can boost via Arcane Might. * J.A.I.M.S. - is already a solid piece; giving her an additional +2 SPD, as well as access to boosts, can turn her up to 11. * Frustrum Locus - will gain additional threat range on their guns, and can be fueled at the cost of a single focus through random Flashing Blade casts. * Steelsoul Protectors - Arcane Might can help them land their Pow12 Weaponmaster attacks, while still providing useful Shield Guards. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Convergence Footer}} 50ad87f9b9797a9c4fb94763dbcc401dda87ddab 626 625 2024-07-10T13:00:12Z Nequid 24 /* Recommended choices */ wikitext text/x-wiki '''<big> {{PAGENAME}} </big> '''<br> ''Born to surpass human ingenuity and studied precision, she will carry the Convergence towards unity with Cyriss on mechanikal wings.''<br> ''- Iron Mother Directrix'' [[File:Aurora 1.jpg|thumb|Aurora, The Numen of Aerogenisis]] [[File:Aurora 1 Alt.jpg|thumb|Aurora, the Non-Metallic Numen (Minicrate)]] '''Statistics:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Aurora 1!! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | || <!--Spd--> 7 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} '''Abilities:'''<Br> '''Apparition''' - During your Control Phase, place this model anywhere completely within 2" of its current location. <br> '''Flank [Angel]''' - When this model makes a melee attack against an enemy model in the melee range of a friendly Angel model, this model gains +2 to its attack rolls and gains an additional damage dice. <br> '''Field Marshal [Apparition]''' - Cohort models in this model's battlegroup gain Apparition. <br> Weapons: {{Ranged Weapon|Polynomial Beam|4|12|1|-|12|*'''Pistol''', '''Magical'''}} {{Melee Weapon|Polynomial Staff|6|2|12|* '''Magical'''<br>'''Mechanikal Seizure''' - A warjack hit by this weapon becomes stationary for one round.}} '''Feat: Eleventh Hour:''' <br> Friendly Faction models currently in Aurora's control range gain Reposition [5'] and Unstoppable. Eleventh Hour lasts for one turn. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [5'] can advance up to 5", then its activation ends.) '''Spells:'''<br> {{ Admonition }} <br> {{ Aerogenisis }} <br> {{ Arcane Might }} <br> {{ Bladed Gale }} <br> {{ Flashing Blade }} <br> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A fast, maneuverable caster that excels in supporting her warrior models. <!-- How do they do it, what do they excel at?--> * Aerogenisis is Aurora's bread and butter; giving a blanket +2 SPD to all warriors, as well as flight, allows your warriors to effectively ignore terrain. * Flank [Angel], combined with Flashing Blade, allows Aurora to easily handle groups of infantry. Warjacks can be made stationary with a tactical strike at Mat8 with flank, allowing her other forces to clean up. * Field Marshal: Apparition allows her Battlegroup to hide outside of enemy LOS, and pop out to launch their attack. Combined with Admonition, skilled positioning can make it very hard to pin down her heavies. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Def 16 will not keep Aurora alive - she is very venerable to Knock-down or Stationary, and her relatively low armor can be easily beaten. * Her damage spell, Bladed Gale, is quite costly, and only situationally useful for its anti-flight ability. * Aurora herself brings no way to increase her army's power. == Tricks: == <!-- dot point list of cool plays and combos--> * A Corollary can help fuel Auroras battlegroup, allowing her to spend her focus on more valuable spells. The extra control range is useful for Aerogenisis and Arcane Might. * Aerogenisis hits models/units - if only one member of a unit is in range, the entire unit will get the +2 SPD and flight, allowing you to roam quite wide of Aurora herself. * Aurora enjoys having several Angels in her list to trigger her Flank. Remember, only Clockwork Angels and Negation Angels will trigger it - Prefect Hypatia and Asphyxious are ''not'' classified as Angels. * Aurora can be quite focus greedy, wanting to keep her supply available for Arcane Might to assist her troops, or Flashing Blades, if she's going to solve her own problems. * J.A.I.M.S. can be a highlight of an Aurora 1 list - while she doesn't need Flight, +2 SPD and access to Arcane Might can make her a dangerous piece. * Negation Angels can threaten a surprising assassination - use Prefect Hypatia to Apparate them out from behind cover, Aerogenisis to charge out to 12", and Arcane Might to help place their first attack to land Paralysis. * Asphyxious can be a crucial part of Aurora 1's list, providing a valuable power swing in the form of Dark Shroud. * While Aurora has a below average Rat, a Diffuser can help lean into the bonus melee threat range provided by Aerogenisis or her Field Marshal. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> ''Battlegroup''<br> In General, I prefer to build a limited battlegroup, while focusing on a strong core of Warrior Models. * Corollary - Extend the range of Aerogenisis and Arcane Might, while fueling other battlegroup models to allow Aurora to spend her focus on more useful things. * Cypher - A well placed AoE 3 Flare can help with Aurora's average Mat/Rat. * Inverter - Apparition adds a much needed 2" threat extension. * Conservator - A Shield Guard can be frustrating against models such as Aurora and Angels, who already boast decent defense against shooting. If using Enigma Foundries, Hand of Vengeance can become trivial to trigger. * Diffuser - While it is shooting at Rat 4, you can lean into the potential of an additional +2 SPD when charging. ''Battle Engines'' <br> Aurora provides no direct support for Battle Engines outside of her Feat. * Nemo 4 - Being Rat 6, he can be a useful source of shooting, as well as offering a +2 Melee Damage boost to one of Aurora's Warjacks. ''Warriors'' <Br> Warrior Models, in my opinion, should be the focus of Aurora 1's army list. * Angels - They are almost a staple for Aurora 1. Bring several units of either type, plus Prefect Hypatia. Add a few Enigma Foundries to provide a reoccurring Flank threat turn after turn. * Asphyxious the Sanctified - Dark Shroud can provide a welcome damage boost. Note that he is not a Leader, and as such, can boost via Arcane Might. * J.A.I.M.S. - is already a solid piece; giving her an additional +2 SPD, as well as access to boosts, can turn her up to 11. * Frustrum Locus - will gain additional threat range on their guns, and can be fueled at the cost of a single focus through random Flashing Blade casts. * Steelsoul Protectors - Arcane Might can help them land their Pow12 Weaponmaster attacks, while still providing useful Shield Guards. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Convergence Footer}} 091fe6b73eca0d9f4f4d7a4370e9a9d3a1d28a84 627 626 2024-07-10T13:02:26Z 180.150.113.43 0 /* Example list */ wikitext text/x-wiki '''<big> {{PAGENAME}} </big> '''<br> ''Born to surpass human ingenuity and studied precision, she will carry the Convergence towards unity with Cyriss on mechanikal wings.''<br> ''- Iron Mother Directrix'' [[File:Aurora 1.jpg|thumb|Aurora, The Numen of Aerogenisis]] [[File:Aurora 1 Alt.jpg|thumb|Aurora, the Non-Metallic Numen (Minicrate)]] '''Statistics:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Aurora 1!! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | || <!--Spd--> 7 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} '''Abilities:'''<Br> '''Apparition''' - During your Control Phase, place this model anywhere completely within 2" of its current location. <br> '''Flank [Angel]''' - When this model makes a melee attack against an enemy model in the melee range of a friendly Angel model, this model gains +2 to its attack rolls and gains an additional damage dice. <br> '''Field Marshal [Apparition]''' - Cohort models in this model's battlegroup gain Apparition. <br> Weapons: {{Ranged Weapon|Polynomial Beam|4|12|1|-|12|*'''Pistol''', '''Magical'''}} {{Melee Weapon|Polynomial Staff|6|2|12|* '''Magical'''<br>'''Mechanikal Seizure''' - A warjack hit by this weapon becomes stationary for one round.}} '''Feat: Eleventh Hour:''' <br> Friendly Faction models currently in Aurora's control range gain Reposition [5'] and Unstoppable. Eleventh Hour lasts for one turn. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [5'] can advance up to 5", then its activation ends.) '''Spells:'''<br> {{ Admonition }} <br> {{ Aerogenisis }} <br> {{ Arcane Might }} <br> {{ Bladed Gale }} <br> {{ Flashing Blade }} <br> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A fast, maneuverable caster that excels in supporting her warrior models. <!-- How do they do it, what do they excel at?--> * Aerogenisis is Aurora's bread and butter; giving a blanket +2 SPD to all warriors, as well as flight, allows your warriors to effectively ignore terrain. * Flank [Angel], combined with Flashing Blade, allows Aurora to easily handle groups of infantry. Warjacks can be made stationary with a tactical strike at Mat8 with flank, allowing her other forces to clean up. * Field Marshal: Apparition allows her Battlegroup to hide outside of enemy LOS, and pop out to launch their attack. Combined with Admonition, skilled positioning can make it very hard to pin down her heavies. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Def 16 will not keep Aurora alive - she is very venerable to Knock-down or Stationary, and her relatively low armor can be easily beaten. * Her damage spell, Bladed Gale, is quite costly, and only situationally useful for its anti-flight ability. * Aurora herself brings no way to increase her army's power. == Tricks: == <!-- dot point list of cool plays and combos--> * A Corollary can help fuel Auroras battlegroup, allowing her to spend her focus on more valuable spells. The extra control range is useful for Aerogenisis and Arcane Might. * Aerogenisis hits models/units - if only one member of a unit is in range, the entire unit will get the +2 SPD and flight, allowing you to roam quite wide of Aurora herself. * Aurora enjoys having several Angels in her list to trigger her Flank. Remember, only Clockwork Angels and Negation Angels will trigger it - Prefect Hypatia and Asphyxious are ''not'' classified as Angels. * Aurora can be quite focus greedy, wanting to keep her supply available for Arcane Might to assist her troops, or Flashing Blades, if she's going to solve her own problems. * J.A.I.M.S. can be a highlight of an Aurora 1 list - while she doesn't need Flight, +2 SPD and access to Arcane Might can make her a dangerous piece. * Negation Angels can threaten a surprising assassination - use Prefect Hypatia to Apparate them out from behind cover, Aerogenisis to charge out to 12", and Arcane Might to help place their first attack to land Paralysis. * Asphyxious can be a crucial part of Aurora 1's list, providing a valuable power swing in the form of Dark Shroud. * While Aurora has a below average Rat, a Diffuser can help lean into the bonus melee threat range provided by Aerogenisis or her Field Marshal. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> ''Battlegroup''<br> In General, I prefer to build a limited battlegroup, while focusing on a strong core of Warrior Models. * Corollary - Extend the range of Aerogenisis and Arcane Might, while fueling other battlegroup models to allow Aurora to spend her focus on more useful things. * Cypher - A well placed AoE 3 Flare can help with Aurora's average Mat/Rat. * Inverter - Apparition adds a much needed 2" threat extension. * Conservator - A Shield Guard can be frustrating against models such as Aurora and Angels, who already boast decent defense against shooting. If using Enigma Foundries, Hand of Vengeance can become trivial to trigger. * Diffuser - While it is shooting at Rat 4, you can lean into the potential of an additional +2 SPD when charging. ''Battle Engines'' <br> Aurora provides no direct support for Battle Engines outside of her Feat. * Nemo 4 - Being Rat 6, he can be a useful source of shooting, as well as offering a +2 Melee Damage boost to one of Aurora's Warjacks. ''Warriors'' <Br> Warrior Models, in my opinion, should be the focus of Aurora 1's army list. * Angels - They are almost a staple for Aurora 1. Bring several units of either type, plus Prefect Hypatia. Add a few Enigma Foundries to provide a reoccurring Flank threat turn after turn. * Asphyxious the Sanctified - Dark Shroud can provide a welcome damage boost. Note that he is not a Leader, and as such, can boost via Arcane Might. * J.A.I.M.S. - is already a solid piece; giving her an additional +2 SPD, as well as access to boosts, can turn her up to 11. * Frustrum Locus - will gain additional threat range on their guns, and can be fueled at the cost of a single focus through random Flashing Blade casts. * Steelsoul Protectors - Arcane Might can help them land their Pow12 Weaponmaster attacks, while still providing useful Shield Guards. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> Aurora - Bibically Accurate Convergence of Cyriss - Convergence of Cyriss Grand Melee - 100 pts PC CARD Aurora, The Numen of Aerogenesis 14 Cipher 6 Corollary 12 Asphyxious the Sanctified Annihilation Servitors 10 Conservator 3 Enigma Foundry 1 3 Enigma Foundry 2 4 Frustum Locus 1 4 Frustum Locus 2 5 J.A.I.M.s 4 Prefect Hypatia 3 Steelsoul Protector 1 3 Steelsoul Protector 2 5 Clockwork Angels 1 5 Clockwork Angels 2 7 Eradicators 6 Negation Angels 1 6 Negation Angels 2 Defenses DEFENSE 1 - Barrier DEFENSE 2 - Fire Pit DEFENSE 1 - Fire Pit PC COMMAND CARD Defenses Hit & Run Power Swell Put the Fires Out True Inspiration TOTAL POINTS 100/100 == Battle Reports == == Lore and Trivia == {{Convergence Footer}} 341f0adcfa7cfff0fbf583ad433572e0f8b1c47b 628 627 2024-07-10T13:05:33Z Nequid 24 /* Example list */ wikitext text/x-wiki '''<big> {{PAGENAME}} </big> '''<br> ''Born to surpass human ingenuity and studied precision, she will carry the Convergence towards unity with Cyriss on mechanikal wings.''<br> ''- Iron Mother Directrix'' [[File:Aurora 1.jpg|thumb|Aurora, The Numen of Aerogenisis]] [[File:Aurora 1 Alt.jpg|thumb|Aurora, the Non-Metallic Numen (Minicrate)]] '''Statistics:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Aurora 1!! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | || <!--Spd--> 7 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 16 |} '''Abilities:'''<Br> '''Apparition''' - During your Control Phase, place this model anywhere completely within 2" of its current location. <br> '''Flank [Angel]''' - When this model makes a melee attack against an enemy model in the melee range of a friendly Angel model, this model gains +2 to its attack rolls and gains an additional damage dice. <br> '''Field Marshal [Apparition]''' - Cohort models in this model's battlegroup gain Apparition. <br> Weapons: {{Ranged Weapon|Polynomial Beam|4|12|1|-|12|*'''Pistol''', '''Magical'''}} {{Melee Weapon|Polynomial Staff|6|2|12|* '''Magical'''<br>'''Mechanikal Seizure''' - A warjack hit by this weapon becomes stationary for one round.}} '''Feat: Eleventh Hour:''' <br> Friendly Faction models currently in Aurora's control range gain Reposition [5'] and Unstoppable. Eleventh Hour lasts for one turn. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [5'] can advance up to 5", then its activation ends.) '''Spells:'''<br> {{ Admonition }} <br> {{ Aerogenisis }} <br> {{ Arcane Might }} <br> {{ Bladed Gale }} <br> {{ Flashing Blade }} <br> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A fast, maneuverable caster that excels in supporting her warrior models. <!-- How do they do it, what do they excel at?--> * Aerogenisis is Aurora's bread and butter; giving a blanket +2 SPD to all warriors, as well as flight, allows your warriors to effectively ignore terrain. * Flank [Angel], combined with Flashing Blade, allows Aurora to easily handle groups of infantry. Warjacks can be made stationary with a tactical strike at Mat8 with flank, allowing her other forces to clean up. * Field Marshal: Apparition allows her Battlegroup to hide outside of enemy LOS, and pop out to launch their attack. Combined with Admonition, skilled positioning can make it very hard to pin down her heavies. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Def 16 will not keep Aurora alive - she is very venerable to Knock-down or Stationary, and her relatively low armor can be easily beaten. * Her damage spell, Bladed Gale, is quite costly, and only situationally useful for its anti-flight ability. * Aurora herself brings no way to increase her army's power. == Tricks: == <!-- dot point list of cool plays and combos--> * A Corollary can help fuel Auroras battlegroup, allowing her to spend her focus on more valuable spells. The extra control range is useful for Aerogenisis and Arcane Might. * Aerogenisis hits models/units - if only one member of a unit is in range, the entire unit will get the +2 SPD and flight, allowing you to roam quite wide of Aurora herself. * Aurora enjoys having several Angels in her list to trigger her Flank. Remember, only Clockwork Angels and Negation Angels will trigger it - Prefect Hypatia and Asphyxious are ''not'' classified as Angels. * Aurora can be quite focus greedy, wanting to keep her supply available for Arcane Might to assist her troops, or Flashing Blades, if she's going to solve her own problems. * J.A.I.M.S. can be a highlight of an Aurora 1 list - while she doesn't need Flight, +2 SPD and access to Arcane Might can make her a dangerous piece. * Negation Angels can threaten a surprising assassination - use Prefect Hypatia to Apparate them out from behind cover, Aerogenisis to charge out to 12", and Arcane Might to help place their first attack to land Paralysis. * Asphyxious can be a crucial part of Aurora 1's list, providing a valuable power swing in the form of Dark Shroud. * While Aurora has a below average Rat, a Diffuser can help lean into the bonus melee threat range provided by Aerogenisis or her Field Marshal. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> ''Battlegroup''<br> In General, I prefer to build a limited battlegroup, while focusing on a strong core of Warrior Models. * Corollary - Extend the range of Aerogenisis and Arcane Might, while fueling other battlegroup models to allow Aurora to spend her focus on more useful things. * Cypher - A well placed AoE 3 Flare can help with Aurora's average Mat/Rat. * Inverter - Apparition adds a much needed 2" threat extension. * Conservator - A Shield Guard can be frustrating against models such as Aurora and Angels, who already boast decent defense against shooting. If using Enigma Foundries, Hand of Vengeance can become trivial to trigger. * Diffuser - While it is shooting at Rat 4, you can lean into the potential of an additional +2 SPD when charging. ''Battle Engines'' <br> Aurora provides no direct support for Battle Engines outside of her Feat. * Nemo 4 - Being Rat 6, he can be a useful source of shooting, as well as offering a +2 Melee Damage boost to one of Aurora's Warjacks. ''Warriors'' <Br> Warrior Models, in my opinion, should be the focus of Aurora 1's army list. * Angels - They are almost a staple for Aurora 1. Bring several units of either type, plus Prefect Hypatia. Add a few Enigma Foundries to provide a reoccurring Flank threat turn after turn. * Asphyxious the Sanctified - Dark Shroud can provide a welcome damage boost. Note that he is not a Leader, and as such, can boost via Arcane Might. * J.A.I.M.S. - is already a solid piece; giving her an additional +2 SPD, as well as access to boosts, can turn her up to 11. * Frustrum Locus - will gain additional threat range on their guns, and can be fueled at the cost of a single focus through random Flashing Blade casts. * Steelsoul Protectors - Arcane Might can help them land their Pow12 Weaponmaster attacks, while still providing useful Shield Guards. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> '''Aurora 1 - Bibically Accurate''' : Aurora, The Numen of Aerogenesis <br> 14 Cipher<br> 6 Corollary<br> 12 Asphyxious the Sanctified<br> : Annihilation Servitors<br> 10 Conservator<br> 3 Enigma Foundry 1<br> 3 Enigma Foundry 2<br> 4 Frustum Locus 1<br> 4 Frustum Locus 2<br> 5 J.A.I.M.s<br> 4 Prefect Hypatia<br> 3 Steelsoul Protector 1<br> 3 Steelsoul Protector 2<br> 5 Clockwork Angels 1<br> 5 Clockwork Angels 2<br> 7 Eradicators<br> 6 Negation Angels 1<br> 6 Negation Angels 2<br> : Defenses<br> : DEFENSE 1 - Barrier<br> : DEFENSE 2 - Fire Pit<br> : DEFENSE 1 - Fire Pit<br> <br> PC COMMAND CARD<br> : Defenses<br> : Hit & Run<br> : Power Swell<br> : Put the Fires Out<br> : True Inspiration<br> <br> TOTAL POINTS 100/100 == Battle Reports == == Lore and Trivia == {{Convergence Footer}} d110c97dfbb31c7ec33fa2466fc0c8a9f794f323 Template:Abyssal Gate 10 181 613 2024-07-10T12:27:56Z Cas de Winter 25 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Abyssal Gate ''' || 3 || 8 || - || 12 || - || Yes |- |colspan=7 style="text-align: left;"| When Abyssal Gate damages a non-Leader enemy model, after the attack is resolved you can place the enemy model anywhere wi..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Abyssal Gate ''' || 3 || 8 || - || 12 || - || Yes |- |colspan=7 style="text-align: left;"| When Abyssal Gate damages a non-Leader enemy model, after the attack is resolved you can place the enemy model anywhere within 3" of its current location. A model can be placed by abyssal gate only once per turn. |} 4d450c08b7a080e0018ef9b40b25bc62b1c01e25 Template:Backlash 10 182 614 2024-07-10T12:30:12Z Cas de Winter 25 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Backlash ''' || 3 || 8 || - || - || Up || Yes |- |colspan=7 style="text-align: left;"| When target enemy warjack that is part of a battle group is damaged, its controller suffers one damage point. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Backlash ''' || 3 || 8 || - || - || Up || Yes |- |colspan=7 style="text-align: left;"| When target enemy warjack that is part of a battle group is damaged, its controller suffers one damage point. |} 521e4366ef38981b4e91ce3a344ede5ee0d34cf0 Template:Battle Lust 10 183 615 2024-07-10T12:31:59Z Cas de Winter 25 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Battle Lust ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Battle Lust ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF. |} bdad8099aab57d6ad3089fc81127cbb1d3c55978 Template:Black Talons 10 184 616 2024-07-10T12:34:52Z Cas de Winter 25 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Black Talons ''' || 3 || 10 || 3 || 12/8 || * || Yes |- |colspan=7 style="text-align: left;"| On a critical hit models hit suffer Shadow Bind for one round. (A model suffering shadowbindsuffer -3 def and cannot ad..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Black Talons ''' || 3 || 10 || 3 || 12/8 || * || Yes |- |colspan=7 style="text-align: left;"| On a critical hit models hit suffer Shadow Bind for one round. (A model suffering shadowbindsuffer -3 def and cannot advance for one round. Shadow Bind can be shaken |} 3ed315104dbdc296be0089307d7a6e8c9bf2df23 617 616 2024-07-10T12:35:24Z Cas de Winter 25 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Black Talons ''' || 3 || 10 || 3 || 12/8 || * || Yes |- |colspan=7 style="text-align: left;"| On a critical hit models hit suffer Shadow Bind for one round. (A model suffering Shadow Bind suffers -3 DEF and cannot advance for one round. Shadow Bind can be shaken |} 8354df0a459fca34570c945d4112cdee7c98f0da Template:Escort 10 185 622 2024-07-10T12:45:46Z Cas de Winter 25 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Escort ''' || 3 || Self || - || - || Up || No |- |colspan=7 style="text-align: left;"| Warjacks in the spellcaster's battlegroup beginning their activations in its control range gain +2" movement when advancing as..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Escort ''' || 3 || Self || - || - || Up || No |- |colspan=7 style="text-align: left;"| Warjacks in the spellcaster's battlegroup beginning their activations in its control range gain +2" movement when advancing as part of their Normal Movement. The spellcaster gains +2 ARM while one or more warjacks in its battlegroup are within 3" of it. |} cd536b117b07950070cc176ff3f16f767688bf70 Template:Shadowmancer 10 186 623 2024-07-10T12:48:01Z Cas de Winter 25 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Shadowmancer ''' || 3 || Self || Ctrl || - || Rnd || Yes |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, models in its battlegroup gain Stealth and Dark Shroud. Shadowmancer last..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Shadowmancer ''' || 3 || Self || Ctrl || - || Rnd || Yes |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, models in its battlegroup gain Stealth and Dark Shroud. Shadowmancer lasts for one round. |} c40c78814b9e2cc9ea401b3061dcf0ebb0fb1f13 Marauder Crew 0 171 629 583 2024-07-10T14:39:08Z 2601:647:5E81:4790:9BE2:77BA:CDCA:B2D6 0 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Field Allowance: 4 Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Heavy Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Hand Weapon|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Command Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Command Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} {{Melee Weapon|<!--Name-->Hook|<!--RAT-->6|<!--Rng-->1|<!--POW-->12|}} == Command Attachment: Bosun == Field Allowance: 4 Point Cost: 3 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Bosun''' || <!--Spd--> 6 || <!--MAT--> 7 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Cleave''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. <br> '''Gang''' <br> '''Granted: Vengeance''' While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) '''No Quarter''' This model can use No Quarter once per game at any time during its unit's activation. This activation, models in its unit gain Pathfinder. A model in this unit that charges as part of its Normal Movement gains +2 SPD. No Quarter lasts for one round. ===Weapons=== {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--Rng-->1|<!--POW-->13|*'''Critical Knockdown''': On a critical hit, models hit become knocked down. }} == Role and Strengths: == The backbone of your force. At FA 4 and costing only 6 points, they are very spammable. They hit surprisingly hard. Pow 11 swords seems bad, but when you add Gang, Stir the Blood (from the Booty Boss), and Fury's Strength (from the spell rack) you get MAT 8 POW 17, which is good enough that you can charge heavies with them. This works with any warlock and any Command Attachment. In addition to those 5 charge attacks at up to POW 17, they still get their pistol shots as well, for a total of 10 attacks from 5 models. Beyond that, their role depends on which of the three Command Attachments you choose. (There is not much point to a Marauder unit without an attachment.) The Tapper helps keep his unit alive. They're good for contesting objectives, and being a meat shield for the rest of your army. The Bosun speeds up her unit. They can close the gap and get into melee quickly. The Quartermaster buffs his unit's firepower, making them a serious ranged threat. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. * It can be rather cumbersome to score a 40mm objective with a full unit of Marauders, because their six 40mm bases take up so much surface area on the board, and you have to fit them all within 3" of the objective somehow. * Their effectiveness tends to go way down once their UA has been taken off the board. == Synergy == * Booty Boss: has 3 excellent battle plans. Close to auto-include with Marauders. ** "Stir the Blood" gives +2 melee damage. You'll always want to use this the turn Marauders charge in.<br> ** "Stand your Ground" makes them DEF 14 against charges.<br> ** "Sneak" gives stealth when concealed - this is generally more useful with the Amphibious units since Marauders don't like to be in terrain.<br> * Hargor Stormjaw: gives nearby Marauders +1 to hit.<br> * Surgeon: can heal and revive marauders.<br> * Dirge: can give +2 RAT.<br> * Battle Brig: by Skyhooking the front model, it can extend the whole unit’s threat range by +2”.<br> Support spells:<br> * Fury’s Strength: a spell any warlock can take that’s another +2 melee damage on top of the battle plan.<br> * Fortune: another spell any warlock can take, to let the unit re-roll all misses == Tricks == Tapper: Stumbling Drunk means no-knockdown, which means you can keep toughing (and possibly walk away from follow-up attacks). It makes your crew likely to last somewhat longer. Try to keep the Tapper alive as long as possible. Since it has no weapons, there's no reason it needs to be in the fight - you can place it as far back as possible when moving the unit. Look for a chance to place it behind terrain and out of sight. The tapper has a lower speed than the rest of the unit. This is weird but rarely comes up - just don't choose it to be the model leading the move. Once-per-game Repo 3" has many uses. Move up, shoot, then Repo to duck behind an obstruction or just get farther away. Or, use Repo to get within 3" of an objective, after using your activation to fight something. Or, just use Repo to spread the unit out so that they're less vulnerable to AOEs, sprays, Berserk/Overtake enemies, etc. Bosun: She can extend melee threat range by up to 5" if you combine Vengeance move with minifeat. Granting Pathfinder on the charge is also very important on many boards. Practice positioning your Vengeance unit such that you offer one up as a tempting target, without throwing the whole unit away. Quartermaster: 2 minifeats to improve unit shooting. His personal output is very good too (ROF 2 shotgun!) You'll be tempted to use both minifeats at the same time but that's not always the best idea. Remember that the quartermaster's unit isn't just a "shooting unit", it can still melee just as well. When charging with the unit, make sure to plan exactly where you’re going to place the Quartermaster for maximum spray coverage. {{Brineblood Marauders Footer}} 2b88e1d033c8af02448d397c5905fb0f950934c2 630 629 2024-07-10T14:57:25Z 2601:647:5E81:4790:9BE2:77BA:CDCA:B2D6 0 /* Tricks */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Field Allowance: 4 Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Heavy Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Hand Weapon|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Command Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain Reposition [3"].<br> ===Weapons=== None. == Command Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} {{Melee Weapon|<!--Name-->Hook|<!--RAT-->6|<!--Rng-->1|<!--POW-->12|}} == Command Attachment: Bosun == Field Allowance: 4 Point Cost: 3 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Bosun''' || <!--Spd--> 6 || <!--MAT--> 7 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Cleave''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. <br> '''Gang''' <br> '''Granted: Vengeance''' While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) '''No Quarter''' This model can use No Quarter once per game at any time during its unit's activation. This activation, models in its unit gain Pathfinder. A model in this unit that charges as part of its Normal Movement gains +2 SPD. No Quarter lasts for one round. ===Weapons=== {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--Rng-->1|<!--POW-->13|*'''Critical Knockdown''': On a critical hit, models hit become knocked down. }} == Role and Strengths: == The backbone of your force. At FA 4 and costing only 6 points, they are very spammable. They hit surprisingly hard. Pow 11 swords seems bad, but when you add Gang, Stir the Blood (from the Booty Boss), and Fury's Strength (from the spell rack) you get MAT 8 POW 17, which is good enough that you can charge heavies with them. This works with any warlock and any Command Attachment. In addition to those 5 charge attacks at up to POW 17, they still get their pistol shots as well, for a total of 10 attacks from 5 models. Beyond that, their role depends on which of the three Command Attachments you choose. (There is not much point to a Marauder unit without an attachment.) The Tapper helps keep his unit alive. They're good for contesting objectives, and being a meat shield for the rest of your army. The Bosun speeds up her unit. They can close the gap and get into melee quickly. The Quartermaster buffs his unit's firepower, making them a serious ranged threat. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. * It can be rather cumbersome to score a 40mm objective with a full unit of Marauders, because their six 40mm bases take up so much surface area on the board, and you have to fit them all within 3" of the objective somehow. * Their effectiveness tends to go way down once their UA has been taken off the board. == Synergy == * Booty Boss: has 3 excellent battle plans. Close to auto-include with Marauders. ** "Stir the Blood" gives +2 melee damage. You'll always want to use this the turn Marauders charge in.<br> ** "Stand your Ground" makes them DEF 14 against charges.<br> ** "Sneak" gives stealth when concealed - this is generally more useful with the Amphibious units since Marauders don't like to be in terrain.<br> * Hargor Stormjaw: gives nearby Marauders +1 to hit.<br> * Surgeon: can heal and revive marauders.<br> * Dirge: can give +2 RAT.<br> * Battle Brig: by Skyhooking the front model, it can extend the whole unit’s threat range by +2”.<br> Support spells:<br> * Fury’s Strength: a spell any warlock can take that’s another +2 melee damage on top of the battle plan.<br> * Fortune: another spell any warlock can take, to let the unit re-roll all misses == Tricks == When your Marauders charge into combat, try to place them such that as many enemies as possible are engaged by 2 marauders. The Gang bonus makes a big difference. The Tapper and Quartermaster both have a lower speed than the rest of the unit. This is weird, but as long as you just don't choose it to be the model leading the move, it doesn't matter most of the time. Tapper: Stumbling Drunk means no-knockdown, which means you can keep toughing (and possibly walk away from follow-up attacks). It makes your crew likely to last somewhat longer. Try to keep the Tapper alive as long as possible. Since it has no weapons, there's no reason it needs to be in the fight - you can place it as far back as possible when moving the unit. Look for a chance to place it behind terrain and out of sight. Once-per-game Repo 3" has many uses. Move up, shoot, then Repo to duck behind an obstruction or just get farther away. Or, use Repo to get within 3" of an objective, after using your activation to fight something. Or, just use Repo to spread the unit out so that they're less vulnerable to AOEs, sprays, Berserk/Overtake enemies, etc. Bosun: She can extend melee threat range by up to 5" if you combine Vengeance move with minifeat. Granting Pathfinder on the charge is also very important on many boards. Practice positioning your Vengeance unit such that you offer one up as a tempting target, without throwing the whole unit away. And keep the Bosun alive - they lose Vengeance if she dies. Quartermaster: His Deck Sweeper gun is incredibly strong. He self-buffs it with his minifeats up to a POW 18, RAT 8, 11" spray. Or two POW 14s. You can use both minifeats on the same turn, or on different turns. I recommend not saving the minifeats for too long. The unit is fairly fragile, and they might not be around next turn. And a good opponent will be trying to take out the Quartermaster ASAP. So, use it or lose it! Remember that the Quartermaster's unit isn't just a "shooting unit". It can still charge into melee and hit just as hard as the Bosun's unit. The unit can even benefit from the Powder Stores minifeat while they're in melee, getting RAT 7 POW 14 pistol shots at their engagers. When charging with the unit, make sure to plan exactly where you’re going to place the Quartermaster for maximum spray coverage. {{Brineblood Marauders Footer}} fd11c51cfbba5ad8a381c9d3897cb890e796f6eb Hellyth, Scyir of Nightfall 0 60 633 249 2024-07-10T21:35:12Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 15 |} ===Abilities:=== '''Field Marshal [True Sight]''': Cohort models in this model's battlegroup gain True Sight.<br> '''True Sight''': This model ignores cloud effects when determining LOS. This model also ignores Stealth.<br> '''Vampiric''': When this model destroys a living or undead model with a melee or ranged attack, immediately after the attack is resolved this model can remove d3 damage points. ===Weapons=== {{Ranged Weapon|Magelock Pistol x2|7|10|1|-|10|*'''Pistol''' '''Magical'''}} '''Attack Type''': Each time the weapon is used to make an attack, choose one special rule: * Dispel - When this weapon his a model/unit, upkeep spells and animi immediately expire * Grievous Wounds - model hit loses Tough and cannot have damage removed from it for one round * Phantom Seeker - shot ignores LOS, concealment, and cover when making attacks<br> '''Life Trader''': When an attack hits, Hellyth can suffer 1 damage point to gain an additional die on the damage roll. Can only be used once per attack. {{Melee Weapon|Blade x2|6|1|10|* '''Magical'''}} === Feat: Blessings of the Void === While in Hellyth's control range, enemy models suffer -2 DEF and ARM and friendly warrior models gain +2 DEF and ARM. Blessings of the Void lasts for one round. Very straightforward, and can be used defensively or offensively. Best used in an alpha strike, but Blessings may be needed to get your army delivered through a gunline or protect when you can't avoid a mass charge. Note that it does not protect your warjacks. It's a very nice armor and defense reducer. === Spells === <!--Try to set templates for the spells, list them out--> Admonition Fire Group Choose 2 rack spells {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Inviolable Resolve * Battle Lust == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Soulless Guardians, to keep her alive === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Dusk House Kallyss Footer}} 3dd997ec2fd0cc515b3fb40316df284a658680ad Medveditsa 0 59 634 175 2024-07-10T23:12:04Z Challenger 7 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> As protective as she is formidable, Medveditsa, the “Mother Bear,” embodies her terrifying namesake as she fiercely defends the ground between her Winter Korps comrades and their enemies. [[File:Medveditsa.png|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Medveditsa''' || <!--Spd--> 5 || <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 10 || <!--Arm--> 20/22 || <!--HP--> 34 |} ===Abilities:=== Bulldoze Unstoppable Pathfinder <div class="mw-collapsible mw-collapsed"> ==Loadout == <div class="mw-collapsible-content"> === Head === Hand of Vengeance - When one or more friendly Faction warrior models are destroyed or removed from play by enemy attacks while within 5" of this model, this model gains +2 on melee attack and melee damage rolls for one round. Shield Guard Chain Attack: Grab & Smash === Right Arm === <big> Right Bear Claw </big> {{Melee Weapon|<!--Name-->Bear Claw|<!--MAT-->8|<!--RNG-->1|<!--POW-->18|*'''Open Fist'''<br> *'''Bucker (+1)'''}} === Left Arm === <big> Left Bear Claw</big> {{Melee Weapon|<!--Name-->Bear Claw|<!--MAT-->8|<!--RNG-->1|<!--POW-->18|*'''Open Fist'''<br> *'''Bucker (+1)'''}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Medveditsa is Winter Korp's character Great Bear. <!-- How do they do it, what do they excel at?--> * The only Great Bear with Pathfinder * When Hand of Vengeance is triggered Medveditsa outperforms all other (non-colossal) Winter Korps Warjacks. * Shield Guard can protect your caster or a key model, and her high armor means she won't get too hurt by it. * Absurdly accurate - she's MAT 8, and Hand of Vengeance will take her to MAT 10 before any caster buffs. * She leaves 50mm and smaller targets knocked down at the end of her activation if she hits both bear claws and a chain attack headbutt letting the army shoot the knocked down model to finish it off. * She's insulated against losing a shield early by spreading her armor across two bucklers. This removes situations where a great bear loses its shield extremely early and drops 2pts of arm. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If hand of vengeance is not triggered Medveditsa will fairly significantly underperform an aggressive mace great bear. * Hand of Vengeance is fully controlled by your opponent. They get to decide when it's triggered. This is sometimes advantageous because if they deny Hand of Vengeance it means you haven't lost any models, but often you just want Hand of Vengeance. * She's expensive! * If her head is knocked out she loses Hand of Vengeance and it isn't re-applied if the head is repaired. * No gun - an equivalent great bear has a decent shield cannon. * There are situations where being SPD5 1" melee is worse than SPD 4 with 2" melee like a typical great bear, in particular less flexibility on charge lanes and fighting multiple models. == Synergy == <!-- Which models work well with this? --> * [[Yana]] is the best warcaster for Medveditsa. They have a natural synergy together where Yana boosts Medveditsa's absurd MAT higher, and will always take avenging force which is Medveditsa's favourite spell. The result is what can be a SPD12 Medveditsa charging 15" at an enemy caster at MAT 14 * [[Tatiana]] will have enough infantry to make Hand of Vengeance reliable, will have avenging force, and her feat makes Medveditsa extremely tough. * [[Winter Korps Infantry]] and [[Winter Korps Snipers]] are great models to trigger Hand of Vengeance for her. Their low ARM means she can occasionally shield guard an AOE onto herself to ensure that a WKI or sniper is clipped and killed. == Tricks: == <!-- dot point list of cool plays and combos--> * Medveditsa's strongest play is setting up behind a forest and using avenging force to move 3" into it to see out the other side. Medveditsa is the only Great Bear in Winter Korps capable of making this play (outside of a Boris list) and retaining her full threat range because she has pathfinder. * The above is particularly nasty with Yana because of the 16" potential threat. * Be flexible with Grab and Smash. If you can kill an important model with a surprise throw, do it. * Only charge with Medveditsa when you have to. The lack of aggressive means its better to walk whenever possible. a1ed1d5ebccedeef858533e200b981eb783caffd 639 634 2024-07-10T23:52:04Z Gedditoffme 2 wikitext text/x-wiki == == <!-- Flavour text from official selling points --> As protective as she is formidable, Medveditsa, the “Mother Bear,” embodies her terrifying namesake as she fiercely defends the ground between her Winter Korps comrades and their enemies. [[File:Medveditsa.png|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Medveditsa''' || <!--Spd--> 5 || <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 10 || <!--Arm--> 20/22 || <!--HP--> 34 |} ===Abilities:=== Bulldoze Unstoppable Pathfinder <div class="mw-collapsible mw-collapsed"> ==Loadout == <div class="mw-collapsible-content"> === Head === Hand of Vengeance - When one or more friendly Faction warrior models are destroyed or removed from play by enemy attacks while within 5" of this model, this model gains +2 on melee attack and melee damage rolls for one round. Shield Guard Chain Attack: Grab & Smash === Right Arm === <big> Right Bear Claw </big> {{Melee Weapon|<!--Name-->Bear Claw|<!--MAT-->8|<!--RNG-->1|<!--POW-->18|*'''Open Fist'''<br> *'''Bucker (+1)'''}} === Left Arm === <big> Left Bear Claw</big> {{Melee Weapon|<!--Name-->Bear Claw|<!--MAT-->8|<!--RNG-->1|<!--POW-->18|*'''Open Fist'''<br> *'''Bucker (+1)'''}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Medveditsa is Winter Korp's character Great Bear. <!-- How do they do it, what do they excel at?--> * The only Great Bear with Pathfinder * When Hand of Vengeance is triggered Medveditsa outperforms all other (non-colossal) Winter Korps Warjacks. * Shield Guard can protect your caster or a key model, and her high armor means she won't get too hurt by it. * Absurdly accurate - she's MAT 8, and Hand of Vengeance will take her to MAT 10 before any caster buffs. * She leaves 50mm and smaller targets knocked down at the end of her activation if she hits both bear claws and a chain attack headbutt letting the army shoot the knocked down model to finish it off. * She's insulated against losing a shield early by spreading her armor across two bucklers. This removes situations where a great bear loses its shield extremely early and drops 2pts of arm. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If hand of vengeance is not triggered Medveditsa will fairly significantly underperform an aggressive mace great bear. * Hand of Vengeance is fully controlled by your opponent. They get to decide when it's triggered. This is sometimes advantageous because if they deny Hand of Vengeance it means you haven't lost any models, but often you just want Hand of Vengeance. * She's expensive! * If her head is knocked out she loses Hand of Vengeance and it isn't re-applied if the head is repaired. * No gun - an equivalent great bear has a decent shield cannon. * There are situations where being SPD5 1" melee is worse than SPD 4 with 2" melee like a typical great bear, in particular less flexibility on charge lanes and fighting multiple models. == Synergy == <!-- Which models work well with this? --> * [[Yana]] is the best warcaster for Medveditsa. They have a natural synergy together where Yana boosts Medveditsa's absurd MAT higher, and will always take avenging force which is Medveditsa's favourite spell. The result is what can be a SPD12 Medveditsa charging 15" at an enemy caster at MAT 14 * [[Tatiana]] will have enough infantry to make Hand of Vengeance reliable, will have avenging force, and her feat makes Medveditsa extremely tough. * [[Winter Korps Infantry]] and [[Winter Korps Snipers]] are great models to trigger Hand of Vengeance for her. Their low ARM means she can occasionally shield guard an AOE onto herself to ensure that a WKI or sniper is clipped and killed. == Tricks: == <!-- dot point list of cool plays and combos--> * Medveditsa's strongest play is setting up behind a forest and using avenging force to move 3" into it to see out the other side. Medveditsa is the only Great Bear in Winter Korps capable of making this play (outside of a Boris list) and retaining her full threat range because she has pathfinder. * The above is particularly nasty with Yana because of the 16" potential threat. * Be flexible with Grab and Smash. If you can kill an important model with a surprise throw, do it. * Only charge with Medveditsa when you have to. The lack of aggressive means its better to walk whenever possible. {{Winter Korps Footer}} 4214fe80b07d3f5f85b8de96942afac1e7744db1 File:Arkanists.webp 6 187 635 2024-07-10T23:13:33Z Gedditoffme 2 wikitext text/x-wiki Arkanist official shot 9db06b4d3ac46e62153d3a8d195614b64be0bb89 Arkanists 0 188 636 2024-07-10T23:26:35Z Gedditoffme 2 Created page with "= Winter Korps Infantry = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Arkanists.webp|thumb|right]] ''Following revelations shared by the Order of Illumination of widespread infernal corruption and treachery throughout the Greylords Covenant, the organization was summarily disbanded by imperial edict in 618 AR, and the majority of its membership was sentenced to prison or death. Those spared such punishment were tasked with reb..." wikitext text/x-wiki = Winter Korps Infantry = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Arkanists.webp|thumb|right]] ''Following revelations shared by the Order of Illumination of widespread infernal corruption and treachery throughout the Greylords Covenant, the organization was summarily disbanded by imperial edict in 618 AR, and the majority of its membership was sentenced to prison or death. Those spared such punishment were tasked with rebuilding the arcane assets of the empire. With so many Khadoran citizens blessed with Gift of Magic now either confined or facing imminent execution, Khador’s surviving arcane practitioners sought to create new tools to allow even the uninitiated to work simple arcane formulae. Thus, the Arkanists of the Winter Korps were born. Equipped with experimental arcane apparatuses that enable the working of rote arcane effects but are unfortunately somewhat prone to catastrophic failure of the most volatile nature, the Arkanists were instituted as a measure of last resort.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Arkanists''' || 6 || 5 || - || - || 13 || 13 || 1 |} 3 grunts for 4pts ===Abilities:=== * Magic Ability **'''Arcane Reinforcement (*Action)''' Rng 5. Target friendly Faction warjack. If the target warjack is in range, its weapons gain Damage Type: Magical. Arcane Reinforcement lasts for one turn. **'''Empower (*Action)''' RNG 6. Target friendly Faction warjack. If the target warjack is in range, and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. **'''Razor Wind (*Attack)''' Razor Wind is a RNG SP10, POW12 arcane attack. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged. ===Weapons=== Unarmed == Role and strengths == Mainly warjack focus batteries to minimise your warcaster needing to allocate: you will probably take 1 in every list to power your first warjack, and consider another when you get to 3 or more warjacks. * One unit plus power up can almost fully charge 2 warjacks. A warjack with a single shot gun (eg Heavy Cannon) only needs 2 focus most turns: one arkanist grunt plus power up. * Arcane Reinforcement is a good backup for dealing with incorporeal == Downsides == * Fragile * No weapons, only Razor wind to attack which is a good spell but AAT 5 is going to struggle to do anything. * Getting more than 1 starts to feel like overpaying for support. You often don't need to go 'all in' with every warjack, so can skimp a little. == Synergy == * Warjacks everywhere love them for empower. * [[Baranova]]’s Invocations of Wrath can help fix their Razor Wind accuracy, and she also benefits from Long Shadows to gain focus if Arkanists kill anything. == Tricks == * {{Winter Korps Footer}} 80928a61738301d74e6e3d4217db2e86f957301d 637 636 2024-07-10T23:27:15Z Gedditoffme 2 /* Synergy */ wikitext text/x-wiki = Winter Korps Infantry = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Arkanists.webp|thumb|right]] ''Following revelations shared by the Order of Illumination of widespread infernal corruption and treachery throughout the Greylords Covenant, the organization was summarily disbanded by imperial edict in 618 AR, and the majority of its membership was sentenced to prison or death. Those spared such punishment were tasked with rebuilding the arcane assets of the empire. With so many Khadoran citizens blessed with Gift of Magic now either confined or facing imminent execution, Khador’s surviving arcane practitioners sought to create new tools to allow even the uninitiated to work simple arcane formulae. Thus, the Arkanists of the Winter Korps were born. Equipped with experimental arcane apparatuses that enable the working of rote arcane effects but are unfortunately somewhat prone to catastrophic failure of the most volatile nature, the Arkanists were instituted as a measure of last resort.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Arkanists''' || 6 || 5 || - || - || 13 || 13 || 1 |} 3 grunts for 4pts ===Abilities:=== * Magic Ability **'''Arcane Reinforcement (*Action)''' Rng 5. Target friendly Faction warjack. If the target warjack is in range, its weapons gain Damage Type: Magical. Arcane Reinforcement lasts for one turn. **'''Empower (*Action)''' RNG 6. Target friendly Faction warjack. If the target warjack is in range, and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. **'''Razor Wind (*Attack)''' Razor Wind is a RNG SP10, POW12 arcane attack. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged. ===Weapons=== Unarmed == Role and strengths == Mainly warjack focus batteries to minimise your warcaster needing to allocate: you will probably take 1 in every list to power your first warjack, and consider another when you get to 3 or more warjacks. * One unit plus power up can almost fully charge 2 warjacks. A warjack with a single shot gun (eg Heavy Cannon) only needs 2 focus most turns: one arkanist grunt plus power up. * Arcane Reinforcement is a good backup for dealing with incorporeal == Downsides == * Fragile * No weapons, only Razor wind to attack which is a good spell but AAT 5 is going to struggle to do anything. * Getting more than 1 starts to feel like overpaying for support. You often don't need to go 'all in' with every warjack, so can skimp a little. == Synergy == * Warjacks everywhere love them for empower. * [[Baranova]]’s Invocations of Wrath can help fix their Razor Wind accuracy, and she also benefits from Long Shadows to gain focus if Arkanists kill anything. Can be an ok backup plan if overwhelmed by weak infantry. == Tricks == * {{Winter Korps Footer}} b8d39e13aadbe75a57986d9eebc282bde08255aa 638 637 2024-07-10T23:27:38Z Gedditoffme 2 /* Abilities: */ wikitext text/x-wiki = Winter Korps Infantry = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Arkanists.webp|thumb|right]] ''Following revelations shared by the Order of Illumination of widespread infernal corruption and treachery throughout the Greylords Covenant, the organization was summarily disbanded by imperial edict in 618 AR, and the majority of its membership was sentenced to prison or death. Those spared such punishment were tasked with rebuilding the arcane assets of the empire. With so many Khadoran citizens blessed with Gift of Magic now either confined or facing imminent execution, Khador’s surviving arcane practitioners sought to create new tools to allow even the uninitiated to work simple arcane formulae. Thus, the Arkanists of the Winter Korps were born. Equipped with experimental arcane apparatuses that enable the working of rote arcane effects but are unfortunately somewhat prone to catastrophic failure of the most volatile nature, the Arkanists were instituted as a measure of last resort.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Arkanists''' || 6 || 5 || - || - || 13 || 13 || 1 |} 3 grunts for 4pts ===Abilities:=== * '''Magic Ability''' **'''Arcane Reinforcement (*Action)''' Rng 5. Target friendly Faction warjack. If the target warjack is in range, its weapons gain Damage Type: Magical. Arcane Reinforcement lasts for one turn. **'''Empower (*Action)''' RNG 6. Target friendly Faction warjack. If the target warjack is in range, and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. **'''Razor Wind (*Attack)''' Razor Wind is a RNG SP10, POW12 arcane attack. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged. ===Weapons=== Unarmed == Role and strengths == Mainly warjack focus batteries to minimise your warcaster needing to allocate: you will probably take 1 in every list to power your first warjack, and consider another when you get to 3 or more warjacks. * One unit plus power up can almost fully charge 2 warjacks. A warjack with a single shot gun (eg Heavy Cannon) only needs 2 focus most turns: one arkanist grunt plus power up. * Arcane Reinforcement is a good backup for dealing with incorporeal == Downsides == * Fragile * No weapons, only Razor wind to attack which is a good spell but AAT 5 is going to struggle to do anything. * Getting more than 1 starts to feel like overpaying for support. You often don't need to go 'all in' with every warjack, so can skimp a little. == Synergy == * Warjacks everywhere love them for empower. * [[Baranova]]’s Invocations of Wrath can help fix their Razor Wind accuracy, and she also benefits from Long Shadows to gain focus if Arkanists kill anything. Can be an ok backup plan if overwhelmed by weak infantry. == Tricks == * {{Winter Korps Footer}} 034641007f77683c975096faa448385cb5984342 Admiral Boomhowler 0 189 640 2024-07-11T00:05:20Z 2601:647:5E81:4790:63AC:3A13:C501:9173 0 Created page with "== Admiral Thorga Boomhowler == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Thorga ''' || 5 || 7 || 7 || 6 || 15 || 16 || 7 || 14 |} ===Abilities:=== * Tough * Dual Attack * Annoy..." wikitext text/x-wiki == Admiral Thorga Boomhowler == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Thorga ''' || 5 || 7 || 7 || 6 || 15 || 16 || 7 || 14 |} ===Abilities:=== * Tough * Dual Attack * Annoyance - living enemy models within 1" of this model suffer -1 to attack rolls. * Spyglass (* Action) - target an enemy model in this model's LOS. That model loses Stealth for one round. * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Stand your Ground''': target friendly Faction warrior model/unit within 5" gains Set Defense for one round. ** '''Precision Strike''': friendly models within 10" of this model can move through each other this turn. ** '''Special Orders''': target friendly Faction warrior model/unit within 5" gains Reposition [3"] for one turn. ===Weapons=== * {{Ranged Weapon|Hand Cannon|6|12|1|-|12|* '''Pistol''' }} * {{Melee Weapon|Black Heart|7|1|14|* '''Magical Weapon'''<br> *'''Grievous Wounds''' }} == Feat: Rough House == While in Boomhowler's control area, friendly Faction models gain +2 DEF and Rapid Healing. Rough House lasts for one round. (When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove D3 damage points from it.) === Spells === {{Avenging Force}} {{Storm Rager}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 698dfbcff75b08e4dd2b3113516c8615101d4966 642 640 2024-07-11T00:13:53Z 2601:647:5E81:4790:63AC:3A13:C501:9173 0 /* Abilities: */ wikitext text/x-wiki == Admiral Thorga Boomhowler == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Thorga ''' || 5 || 7 || 7 || 6 || 15 || 16 || 7 || 14 |} ===Abilities:=== * '''Tough''' * '''Dual Attack''' * '''Annoyance''' - living enemy models within 1" of this model suffer -1 to attack rolls. * '''Spyglass (* Action)''' - target an enemy model in this model's LOS. That model loses Stealth for one round. * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Precision Strike''': {{ Precision Strike }} ** '''Special Orders''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition [3"] for one turn. ({{Reposition}}) ** '''Stand your Ground''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Set Defense for one round. ({{Set Defense}}) ===Weapons=== * {{Ranged Weapon|Hand Cannon|6|12|1|-|12|* '''Pistol''' }} * {{Melee Weapon|Black Heart|7|1|14|* '''Magical Weapon'''<br> *'''Grievous Wounds''' }} == Feat: Rough House == While in Boomhowler's control area, friendly Faction models gain +2 DEF and Rapid Healing. Rough House lasts for one round. (When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove D3 damage points from it.) === Spells === {{Avenging Force}} {{Storm Rager}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 4bcd6d6b2a46212dd017262d3b17972f0a066dae 646 642 2024-07-11T00:15:43Z 2601:647:5E81:4790:63AC:3A13:C501:9173 0 /* Weapons */ wikitext text/x-wiki == Admiral Thorga Boomhowler == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Thorga ''' || 5 || 7 || 7 || 6 || 15 || 16 || 7 || 14 |} ===Abilities:=== * '''Tough''' * '''Dual Attack''' * '''Annoyance''' - living enemy models within 1" of this model suffer -1 to attack rolls. * '''Spyglass (* Action)''' - target an enemy model in this model's LOS. That model loses Stealth for one round. * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Precision Strike''': {{ Precision Strike }} ** '''Special Orders''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition [3"] for one turn. ({{Reposition}}) ** '''Stand your Ground''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Set Defense for one round. ({{Set Defense}}) ===Weapons=== * {{Ranged Weapon|Hand Cannon|6|12|1|-|12|* '''Pistol''' }} * {{Melee Weapon|Black Heart|7|1|14|* '''Magical Weapon'''<br> *'''Grievous Wounds''' - {{ Grievous Wounds }} }} == Feat: Rough House == While in Boomhowler's control area, friendly Faction models gain +2 DEF and Rapid Healing. Rough House lasts for one round. (When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove D3 damage points from it.) === Spells === {{Avenging Force}} {{Storm Rager}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == == List Design == === Recommended choices === === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 05513704c2d10321ae3fcf52c85528f94645a324 Template:Storm Rager 10 190 641 2024-07-11T00:10:46Z 2601:647:5E81:4790:63AC:3A13:C501:9173 0 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Storm Rager ''' || 6 || Self || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warrior model gains +2 MAT and ARM and +2 on melee attack damage rolls and cannot be targeted by..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Storm Rager ''' || 6 || Self || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warrior model gains +2 MAT and ARM and +2 on melee attack damage rolls and cannot be targeted by combined ranged attacks or combined melee attacks. |} e42f464925c04fe94159e9ceeb2e30bb3eb2bac1 Template:Precision Strike 10 191 643 2024-07-11T00:14:03Z 2601:647:5E81:4790:63AC:3A13:C501:9173 0 Created page with "While within 10" of this model, friendly models ignore other friendly models when determining LOS. Friendly models can advance through other friendly models within 10" of this model if they have enough movement to move completely past them. Precision Strike lasts for one turn." wikitext text/x-wiki While within 10" of this model, friendly models ignore other friendly models when determining LOS. Friendly models can advance through other friendly models within 10" of this model if they have enough movement to move completely past them. Precision Strike lasts for one turn. 4dd4fa2e4c6d8c59b6a63e7ba0d2717e115ca8f3 Template:Set Defense 10 192 644 2024-07-11T00:14:37Z 2601:647:5E81:4790:63AC:3A13:C501:9173 0 Created page with "Models suffer -2 on charge and slam power attack rolls against a model with Set Defense." wikitext text/x-wiki Models suffer -2 on charge and slam power attack rolls against a model with Set Defense. e29e3f03ba3a5347ff5938455daa36d4b9bd699f Template:Reposition 10 193 645 2024-07-11T00:15:16Z 2601:647:5E81:4790:63AC:3A13:C501:9173 0 Created page with "At the end of a model/unit with Reposition [x]'s activation in which it did not run or fail a charge, it can advance up to X", then its activation ends." wikitext text/x-wiki At the end of a model/unit with Reposition [x]'s activation in which it did not run or fail a charge, it can advance up to X", then its activation ends. 65a27c9799042436480d918ab2fdc2db505d2402 Template:Grievous Wounds 10 194 647 2024-07-11T00:16:05Z 2601:647:5E81:4790:63AC:3A13:C501:9173 0 Created page with "A model hit by this weapon loses Tough and cannot have damage removed from it for one round." wikitext text/x-wiki A model hit by this weapon loses Tough and cannot have damage removed from it for one round. bb8ea6c4d4b02a6f14ef09bd9f85da0014f7eb85 Cryx Necrofactorium Rack 0 195 648 2024-07-11T01:10:45Z Gedditoffme 2 Created page with "{{Necrofactorium Rack List}} == Top Choices == *" wikitext text/x-wiki {{Necrofactorium Rack List}} == Top Choices == * be6a1e5135f6bc3fa3f6c823e6a0823db40fc66f Template:Necrofactorium Rack List 10 196 649 2024-07-11T01:12:55Z Gedditoffme 2 Created page with "<div class="mw-collapsible mw-collapsed"> === Necrofactorium Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{Blood Rain}} {{Calamity}} {{Carnage}} {{Death Ward}} {{Deaths Dominion}} {{Ghost Walk}} {{Hellfire}} {{Occultation}} {{Scything Touch}} {{Venom}} </div> </div>" wikitext text/x-wiki <div class="mw-collapsible mw-collapsed"> === Necrofactorium Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{Blood Rain}} {{Calamity}} {{Carnage}} {{Death Ward}} {{Deaths Dominion}} {{Ghost Walk}} {{Hellfire}} {{Occultation}} {{Scything Touch}} {{Venom}} </div> </div> d276e5c1f8c6a7b32586409e6f6c5ffb83061c9c Template:Ghost Walk 10 78 650 271 2024-07-11T01:14:02Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | COST !! style="width:4em;" | RNG !! style="width:4em;" | AOE !! style="width:4em;" | POW !! style="width:4em;" | DUR !! style="width:4em;" | OFF |- | ''' Ghost Walk ''' || 2 || 6 || - || - || Turn || No |- | colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions and models if it has enough movement to move completely past them.) |} 667276ca72b69c3f9788ced43e385735e123b36a Template:Blood Rain 10 197 651 2024-07-11T01:15:07Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Blood Rain</big> ''' || 3 || 8 || 2 || 12/8 || - || Yes |- |colspan=7 style="text-align: left;"| Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect.|}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Blood Rain</big> ''' || 3 || 8 || 2 || 12/8 || - || Yes |- |colspan=7 style="text-align: left;"| Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect.|} 58c9e366b27171eb94b3523fd37cdbbf634bf59d 652 651 2024-07-11T01:15:20Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Blood Rain</big> ''' || 3 || 8 || 2 || 12/8 || - || Yes |- |colspan=7 style="text-align: left;"| Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect. |} c2b421e48e76426030f3a961837f8ca7b132f48c Template:Calamity 10 198 653 2024-07-11T01:15:59Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Calamity</big> ''' || 3 || 10 || - || - || Up || Yes |- |colspan=7 style="text-align: left;"| Target enemy model/unit suffers -2 DEF and ARM |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Calamity</big> ''' || 3 || 10 || - || - || Up || Yes |- |colspan=7 style="text-align: left;"| Target enemy model/unit suffers -2 DEF and ARM |} 441205cbdb58bf8ee2eed3afdb44b1ddb3573623 Template:Death Ward 10 199 654 2024-07-11T01:16:43Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Death Ward</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, choose which column suffers t..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Death Ward</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, choose which column suffers the damage. |} 7f171d86534399d87817d43415bd7043be27bc89 Template:Deaths Dominion 10 200 655 2024-07-11T01:18:30Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Death's Dominion</big> ''' || 3 || Self || Ctrl || - || Up || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, friendly Undead models gain Resistance:Blast and Rise. Deat..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Death's Dominion</big> ''' || 3 || Self || Ctrl || - || Up || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, friendly Undead models gain Resistance:Blast and Rise. Death's Dominion lasts for one round. (If a model with Rise is knocked down at the beginning of your Maintenance Phase, it stands up.) |} efb1105435a3e8fb0c65147b322a7e1e3b640168 Template:Hellfire 10 201 656 2024-07-11T01:19:24Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Hellfire</big> ''' || 3 || 10 || - || 14 || - || Yes |- |colspan=7 style="text-align: left;"| Models disabled by Hellfire cannot make a Touygh roll. Models boxed by Hellfire are removed from play. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Hellfire</big> ''' || 3 || 10 || - || 14 || - || Yes |- |colspan=7 style="text-align: left;"| Models disabled by Hellfire cannot make a Touygh roll. Models boxed by Hellfire are removed from play. |} 2a96ddf689965204e7673aee0365fb6298d22269 Template:Occultation 10 202 657 2024-07-11T01:19:58Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Occultation</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains Stealth. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Occultation</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains Stealth. |} be9e6d915dc7f6f1e6021cb520418522b91491a5 Template:Scything Touch 10 203 658 2024-07-11T01:20:44Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Scything Touch</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly model gains Dark Shroud. (While within 2" of a model with Dark Shroud, enemy models suffer -2..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Scything Touch</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly model gains Dark Shroud. (While within 2" of a model with Dark Shroud, enemy models suffer -2 ARM.) |} 2dd5a69011929dac9ee139e423447d9f8cc8179d Template:Venom 10 204 659 2024-07-11T01:21:29Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Venom</big> ''' || 2 || Sp10 || - || 10 || - || Yes |- |colspan=7 style="text-align: left;"| Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Venom</big> ''' || 2 || Sp10 || - || 10 || - || Yes |- |colspan=7 style="text-align: left;"| Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect. |} e29751f3edde533ec24bba76268cefdb4f5d6c46 Cryx Necrofactorium Rack 0 195 660 648 2024-07-11T01:29:20Z Gedditoffme 2 wikitext text/x-wiki {{Necrofactorium Rack List}} == Top Choices == * Death's Dominion is a good choice for infantry ([[Mechanithrall Swarm]]) swarms - letting them stand up after tough and shrug off most blast damage. * Calamity is good for setting up anything for a kill. You'll probably want arc nodes, but -2 DEF and ARM is enough to leave most casters vulnerable. * Scything touch is the other big damage buff upkeep you'll probably want most of the time: effectively +2 damage per attack if you can get something within 2". Even if you're shooting, if you and the target have 1" melee weapons you can stay out of 1" but still within 2" to trigger dark shroud. 18c2af7aeb3befe041af513f2444d5182bb122de 681 660 2024-07-11T02:27:29Z Gedditoffme 2 wikitext text/x-wiki {{Necrofactorium Rack List}} == Top Choices == * Death's Dominion is a good choice for infantry ([[Mechanithrall Swarm]]) swarms - letting them stand up after tough and shrug off most blast damage. * Calamity is good for setting up anything for a kill. You'll probably want arc nodes, but -2 DEF and ARM is enough to leave most casters vulnerable. * Scything touch is the other big damage buff upkeep you'll probably want most of the time: effectively +2 damage per attack if you can get something within 2". Even if you're shooting, if you and the target have 1" melee weapons you can stay out of 1" but still within 2" to trigger dark shroud. {{Cryx Necrofactorium Footer}} b7abf4badb2d7a5183cea0237c61012eb0583fca Dusk House Kallyss Rack 0 205 661 2024-07-11T01:30:56Z Gedditoffme 2 Created page with "{{House Kallyss Rack List}} == Top Choices == *" wikitext text/x-wiki {{House Kallyss Rack List}} == Top Choices == * 76fdfa8cd9f737469260d61c6cbfcaf193394228 682 661 2024-07-11T02:27:51Z Gedditoffme 2 wikitext text/x-wiki {{House Kallyss Rack List}} == Top Choices == * {{Dusk House Kallyss Footer}} 09eb23195ec140e140f2a134e74a7c5bba95d090 Template:Curse of Shadows 10 206 662 2024-07-11T01:32:40Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Curse of Shadows</big> ''' || 3 || 8 || - || - || Up || Yes |- |colspan=7 style="text-align: left;"| Target model/unit suffers -2 ARM. A model can advance through an affected model if it has enough movement..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Curse of Shadows</big> ''' || 3 || 8 || - || - || Up || Yes |- |colspan=7 style="text-align: left;"| Target model/unit suffers -2 ARM. A model can advance through an affected model if it has enough movement to move completely past its base. |} c26b69ec84dcc069fbfa4abaa2bfcc796ceae2b3 Template:Deceleration 10 207 663 2024-07-11T01:33:36Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Deceleration</big> ''' || 3 || Self || Ctrl || - || Rnd || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and arcane..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Deceleration</big> ''' || 3 || Self || Ctrl || - || Rnd || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and arcane attack damage rolls. Deceleration lasts for one round. |} 91a704bf370b2c5f7f37bc9d461ce62d8991a529 Template:Mirage 10 208 664 2024-07-11T01:34:26Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Mirage</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywher..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Mirage</big> ''' || 2 || 6 || - || - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations.) |} 35fd2b4ab5c320490f35565295e4f9829c8a1679 Admiral Boomhowler 0 189 665 646 2024-07-11T01:35:07Z 2601:647:5E81:4790:63AC:3A13:C501:9173 0 wikitext text/x-wiki == Admiral Thorga Boomhowler == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Thorga ''' || 5 || 7 || 7 || 6 || 15 || 16 || 7 || 14 |} ===Abilities:=== * '''Tough''' * '''Dual Attack''' * '''Annoyance''' - living enemy models within 1" of this model suffer -1 to attack rolls. * '''Spyglass (* Action)''' - target an enemy model in this model's LOS. That model loses Stealth for one round. * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Precision Strike''': {{ Precision Strike }} ** '''Special Orders''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition [3"] for one turn. ({{Reposition}}) ** '''Stand your Ground''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Set Defense for one round. ({{Set Defense}}) ===Weapons=== * {{Ranged Weapon|Hand Cannon|6|12|1|-|12|* '''Pistol''' }} * {{Melee Weapon|Black Heart|7|1|14|* '''Magical Weapon'''<br> *'''Grievous Wounds''' - {{ Grievous Wounds }} }} == Feat: Rough House == While in Boomhowler's control area, friendly Faction models gain +2 DEF and Rapid Healing. Rough House lasts for one round. (When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove D3 damage points from it.) === Spells === {{Avenging Force}} {{Storm Rager}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fury's Strength for your counterattacking melee Marauders. * Upkeep buffs like Fortify or Fortune * Unless your opponent has no shooting to speak of, always consider Rough Seas, which stacks very well with the DEF bonus. == Roles and Strengths: == The name of the game is "blunt their alpha strike with your feat, then hit back really hard". Marauders become DEF 14, Boarding Party become DEF 16. That can be further buffed with another +2 against charges with Stand Your Ground. (And Concealment can add another +2 against ranged/magic). Your beasts' DEF goes from 12 to 14, which is in the range where enemies will start to miss a lot unless they boost; and the Rapid Healing does a lot to keep beasts alive, too. Avenging Force is very good - cast it on herself turn 1 and upkeep it all game. It will be very rare for you to not lose at least one warrior model a turn, and then you get to punish them for it with a 12-13" nonlinear charge threat Deepborn. == Downsides: == Very assassinatable. She probably wants a Shield Guard. Good news is that she doesn't have much reason to be anywhere close to the front lines. Opponents can negate your DEF-skew gameplan with AOES, knockdown effects, or simply by stacking accuracy buffs. Storm Rager is a fairly narrow spell. == Tricks: == The “Repo 3” battle plan is surprisingly good for letting a Marauder unit spread out (just repo as far away from each other as possible). This increases their survivability against common ways of wiping units (AOE, sprays, Overtake) while increasing their options for next turn. A Deepborn standing in the Floodwaters animus with Feat up is DEF 16 against shooting, and heals after every time it's hit. Hargor Stormjaw can stay relatively safe behind your marauder crew, giving them +1 to hit, until an enemy is in range; then you use Precision Strike battle plan and charge him straight through your own models (buffed by Storm Rager to insane levels of damage output). == List Design == === Recommended choices === One approach is dudespam: Multiple units of marauder crew with Bosuns, multiple boarding party units with Coxswains, 2 booty bosses, Hargor. Relatively few beasts: you definitely want a Shield Guard light and a Floodwaters heavy. A second Rage heavy optional. The plan for the first few turns with this list: * Advance deploy the boarding party, and run them up as far as possible. They're bubble wrap for your more valuable marauders. * Against shooting, put them in a Floodwaters animus (turns on Prowl and makes them Stealth). * Against melee, put Stand your Ground on them. * Time Boomhowler’s feat for the turn right before your opponent’s alpha strike. This usually means turn 2, but it might occasionally be turn 1 if you’re going second against a fast army. * Those Boarding Party can be DEF 18 or even 19. The opponent can kill them with AOEs, but one AOE attack per Boarding Party model is a favorable exchange rate. * After the opponent’s turn, one of 2 things has happened: Either they've come into your line and hopefully wasted a bunch of attacks and you can hit back. (Starting with your bonus attacks from Vengeance and Avenging Force). Or they backed out of your threat range to wait out your feat - in that case, use that opportunity to grab a lot of objectives and get ahead on scenario. * Stack buffs on your Marauder Crew (fury's strength, stir the blood, Bosun minifeat) and use Precision Strike to charge through your own guys into the enemies for a hopefully devastating turn of melee. * Keep your heavy beasts and Hargor back behind the marauder crew for a second wave * Hopefully now you've set the line of engagement up really far, your backline beasts/solos can be scoring the objectives on your side while you're contesting the forward objectives, and you're getting ahead on attrition. Just keep the Admiral safe and keep fighting. There's an alternate build once the Gargantuan comes out. The Abyssal King loves Rapid Healing, and the Gaze on one of its heads gives enemies -2 to hit you, stacking very well with Boomhowler's feat. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 4361a270a2651151ccf9c5c283180c80428413fc 676 665 2024-07-11T01:52:03Z Gedditoffme 2 wikitext text/x-wiki == Admiral Thorga Boomhowler == ''In the realm of Immoren, where the clash of nations reverberates like cannon fire and treacherous waters lure the brave and the desperate alike, there sails a fearsome figure, the warlock known as Admiral Thorga “The Thunder” Boomhowler. Born of the indomitable trollkin race, Thorga’s legend echoes through the Iron Kingdoms, intertwined with tales of piracy, sibling rivalry, and a lust for life that burns brighter than the fiercest sun. As the leader of the notorious Brineblood Marauders, Boomhowler has charted a course destined to leave an unforgettable mark on the Iron Kingdoms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Thorga ''' || 5 || 7 || 7 || 6 || 15 || 16 || 7 || 14 |} ===Abilities:=== * '''Tough''' * '''Dual Attack''' * '''Annoyance''' - living enemy models within 1" of this model suffer -1 to attack rolls. * '''Spyglass (* Action)''' - target an enemy model in this model's LOS. That model loses Stealth for one round. * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Precision Strike''': {{ Precision Strike }} ** '''Special Orders''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition [3"] for one turn. ({{Reposition}}) ** '''Stand your Ground''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Set Defense for one round. ({{Set Defense}}) ===Weapons=== * {{Ranged Weapon|Hand Cannon|6|12|1|-|12|* '''Pistol''' }} * {{Melee Weapon|Black Heart|7|1|14|* '''Magical Weapon'''<br> *'''Grievous Wounds''' - {{ Grievous Wounds }} }} == Feat: Rough House == While in Boomhowler's control area, friendly Faction models gain +2 DEF and Rapid Healing. Rough House lasts for one round. (When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove D3 damage points from it.) === Spells === {{Avenging Force}} {{Storm Rager}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fury's Strength for your counterattacking melee Marauders. * Upkeep buffs like Fortify or Fortune * Unless your opponent has no shooting to speak of, always consider Rough Seas, which stacks very well with the DEF bonus. == Roles and Strengths: == The name of the game is "blunt their alpha strike with your feat, then hit back really hard". Marauders become DEF 14, Boarding Party become DEF 16. That can be further buffed with another +2 against charges with Stand Your Ground. (And Concealment can add another +2 against ranged/magic). Your beasts' DEF goes from 12 to 14, which is in the range where enemies will start to miss a lot unless they boost; and the Rapid Healing does a lot to keep beasts alive, too. Avenging Force is very good - cast it on herself turn 1 and upkeep it all game. It will be very rare for you to not lose at least one warrior model a turn, and then you get to punish them for it with a 12-13" nonlinear charge threat Deepborn. == Downsides: == Very assassinatable. She probably wants a Shield Guard. Good news is that she doesn't have much reason to be anywhere close to the front lines. Opponents can negate your DEF-skew gameplan with AOES, knockdown effects, or simply by stacking accuracy buffs. Storm Rager is a fairly narrow spell. == Tricks: == The “Repo 3” battle plan is surprisingly good for letting a Marauder unit spread out (just repo as far away from each other as possible). This increases their survivability against common ways of wiping units (AOE, sprays, Overtake) while increasing their options for next turn. A Deepborn standing in the Floodwaters animus with Feat up is DEF 16 against shooting, and heals after every time it's hit. Hargor Stormjaw can stay relatively safe behind your marauder crew, giving them +1 to hit, until an enemy is in range; then you use Precision Strike battle plan and charge him straight through your own models (buffed by Storm Rager to insane levels of damage output). == List Design == === Recommended choices === One approach is dudespam: Multiple units of marauder crew with Bosuns, multiple boarding party units with Coxswains, 2 booty bosses, Hargor. Relatively few beasts: you definitely want a Shield Guard light and a Floodwaters heavy. A second Rage heavy optional. The plan for the first few turns with this list: * Advance deploy the boarding party, and run them up as far as possible. They're bubble wrap for your more valuable marauders. * Against shooting, put them in a Floodwaters animus (turns on Prowl and makes them Stealth). * Against melee, put Stand your Ground on them. * Time Boomhowler’s feat for the turn right before your opponent’s alpha strike. This usually means turn 2, but it might occasionally be turn 1 if you’re going second against a fast army. * Those Boarding Party can be DEF 18 or even 19. The opponent can kill them with AOEs, but one AOE attack per Boarding Party model is a favorable exchange rate. * After the opponent’s turn, one of 2 things has happened: Either they've come into your line and hopefully wasted a bunch of attacks and you can hit back. (Starting with your bonus attacks from Vengeance and Avenging Force). Or they backed out of your threat range to wait out your feat - in that case, use that opportunity to grab a lot of objectives and get ahead on scenario. * Stack buffs on your Marauder Crew (fury's strength, stir the blood, Bosun minifeat) and use Precision Strike to charge through your own guys into the enemies for a hopefully devastating turn of melee. * Keep your heavy beasts and Hargor back behind the marauder crew for a second wave * Hopefully now you've set the line of engagement up really far, your backline beasts/solos can be scoring the objectives on your side while you're contesting the forward objectives, and you're getting ahead on attrition. Just keep the Admiral safe and keep fighting. There's an alternate build once the Gargantuan comes out. The Abyssal King loves Rapid Healing, and the Gaze on one of its heads gives enemies -2 to hit you, stacking very well with Boomhowler's feat. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} db21ea0b7c3feaee17e5892dc839dd7a20864375 Template:Chain Lightning 10 123 666 442 2024-07-11T01:38:11Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Chain Lightning</big> ''' ||3||10||-||10|| - || Yes |- |colspan=8 style="text-align: left;"| A model hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 3" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage from the attack that caused the leap. |} 0e220b9c315980ef76d74e305d5693ddae603a3a Template:Deflection 10 124 667 443 2024-07-11T01:38:47Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Deflection</big> ''' ||3||Self||Ctrl||-|| Rnd || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, friendly Faction models gain +2 DEF against ranged and arcane attacks. Deflection lasts for one round. |} c2ffb8264122da6afeaa397ef9f9336b6c559d15 Template:Electrify 10 125 668 444 2024-07-11T01:39:57Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Electrify</big> ''' ||2||6||-||-|| Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warjack gains +2 to its melee attack damage rolls, Resistance: Electricity, and Repulsor Field. (When a model with Repulsor Field is hit with a melee attack, after the attack is resolved the attacking model is pushed 1" directly away from the model hit.) |} 47fa3707eb9b67cd06dffbd1cc6b29ca176909e0 Template:Force Hammer 10 126 669 446 2024-07-11T01:41:21Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Force Hammer</big> ''' ||4||10||-||12|| - || Yes |- |colspan=7 style="text-align: left;"| Instead of suffering a normal damage rol, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12. |} ea48aa20de4965bb5e2996bde9d0e1bbae9c05a1 670 669 2024-07-11T01:41:45Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Force Hammer</big> ''' ||4||10||-||12|| - || Yes |- |colspan=7 style="text-align: left;"| Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12. |} 2a3bb7ec3e842d8b5882b5c9446e7a46f8fb33ed Template:Jackhammer 10 127 671 447 2024-07-11T01:42:18Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Jack Hammer</big> ''' ||2||Ctrl||-||-|| - || No |- |colspan=7 style="text-align: left;"| Target model in the spellcaster's battlegroup currently in its control range immediately makes one basic melee attack. |} 19700d74d79306d63822866e56e6f91014538f66 Template:Lightning Pulse 10 128 672 448 2024-07-11T01:43:37Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Pulse</big> ''' ||2||10||-||10|| - || Yes |- |colspan=7 style="text-align: left;"| A model hit by Lightning Pulse suffers a POW10 electrical damage roll, and lightning arcs to the nearest model within 3" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Lightning Pulse damage rolls are simultaneous. |} aba28b531f2b14a7348b54f86d0cdf924052b6f1 Template:Onslaught 10 129 673 449 2024-07-11T01:44:37Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Onslaught</big> ''' ||2||Self||Ctrl||-|| Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster and friendly Faction models beginning their activations in its control range gain Relentless Charge for one turn. (While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.) |} fa33bd82ba6b713a1be069dd56b4e9b7638d560f Template:Snipe 10 130 674 450 2024-07-11T01:45:03Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Snipe</big> ''' ||2||6||-||-|| Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model's / unit's ranged weapons gain +3 Rng |} 1af66ede25573284566e14e20ff2e77c9ac2981c Cygnar Storm Legion Rack 0 209 675 2024-07-11T01:45:42Z Gedditoffme 2 Created page with "{{Storm Legion Rack List}} == Top Choices == *" wikitext text/x-wiki {{Storm Legion Rack List}} == Top Choices == * 41235d7ad871fa92adbb7c4c57461cc200b35723 680 675 2024-07-11T02:27:01Z Gedditoffme 2 wikitext text/x-wiki {{Storm Legion Rack List}} == Top Choices == * {{Storm Legion Footer}} 116295ef184aa3e757d2ea6ee0d2abef8e24297d Braghen Ragemonger 0 210 677 2024-07-11T02:25:23Z Nindokag 27 Created page with "== Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''To..." wikitext text/x-wiki == Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' ===Weapons=== * {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} * {{Melee Weapon|Whaler|7|1|14|* '''Critical Weaken ''' {{ Critical Weaken }}<br> }} == Feat: Jump the Shark == Place this model anywhere completely within 5" of its current location. For the rest of the turn, whenever a friendly model in this model's control area makes an attack or damage roll, treat any die that rolls a 1 as if it had rolled a 6 instead. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. == List Design == === Recommended choices === Some people like to play 4x Quartermasters === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 785af0d9ea47de74cfdda6d7a1eaaab99e7257e0 683 677 2024-07-11T02:28:11Z Nindokag 27 /* Weapons */ wikitext text/x-wiki == Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place this model anywhere completely within 5" of its current location. For the rest of the turn, whenever a friendly model in this model's control area makes an attack or damage roll, treat any die that rolls a 1 as if it had rolled a 6 instead. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. == List Design == === Recommended choices === Some people like to play 4x Quartermasters === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 7a88e10b162317980ae14de9fe9927295dc4254f 687 683 2024-07-11T02:29:34Z Nindokag 27 /* Feat: Jump the Shark */ wikitext text/x-wiki == Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. == List Design == === Recommended choices === Some people like to play 4x Quartermasters === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 3a0d4bd1a6f8e3b23278d7dabb59959c7b1bc5c0 697 687 2024-07-11T02:37:06Z Nindokag 27 /* Weapons */ wikitext text/x-wiki == Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. == List Design == === Recommended choices === Some people like to play 4x Quartermasters === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} c060b4e80e868bf1191013c8cab70d82d9c50e52 698 697 2024-07-11T02:37:56Z Nindokag 27 /* Abilities: */ wikitext text/x-wiki == Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Unstoppable''' * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. == List Design == === Recommended choices === Some people like to play 4x Quartermasters === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 0094f690da25cce2240e166c3d16270878efef49 699 698 2024-07-11T02:38:21Z Nindokag 27 /* Abilities: */ wikitext text/x-wiki == Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Unstoppable''' * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' * '''Snacking''' - {{ Snacking }} ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === == Roles and Strengths: == == Downsides: == == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. == List Design == === Recommended choices === Some people like to play 4x Quartermasters === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 3d78add760722e94f7a8a8b76cb03af62c9221c5 Template:Unyielding 10 211 678 2024-07-11T02:25:41Z Nindokag 27 Created page with "This model gains +2 ARM against melee attacks." wikitext text/x-wiki This model gains +2 ARM against melee attacks. 09490ef368db9312cb8cc4e4bde5e8db6cf5a184 679 678 2024-07-11T02:26:23Z Nindokag 27 wikitext text/x-wiki This model gains +2 ARM against melee damage rolls. 540b29ed8c2133d09a92a55e0d09f337ed713517 Orgoth Sea Raiders Rack 0 143 684 487 2024-07-11T02:28:22Z Gedditoffme 2 wikitext text/x-wiki {{Sea Raider Rack List}} == Top Choices == * Wind storm is a very solid choice against nearly any amount of shooting (more than a couple hand cannons) - helping you approach or staying safe for your own shooting. {{Sea Raiders Footer}} 7cd5d2010216f0d07f56fe2a9e2352005f55ce65 685 684 2024-07-11T02:28:41Z Gedditoffme 2 wikitext text/x-wiki {{Sea Raider Rack List}} == Top Choices == * Wind storm is a very solid choice against nearly any amount of shooting (more than a couple hand cannons) - helping you approach or staying safe for your own shooting. {{Orgoth Sea Raiders Footer}} 5f07cdd600d5c5ff2cbaf2ea0ea6639a8215235e Brineblood Marauders Rack 0 100 686 510 2024-07-11T02:29:07Z Gedditoffme 2 wikitext text/x-wiki {{Brineblood Marauders Rack List}} == Top Choices == * {{Brineblood Marauders Footer}} 1664e163b107a2e64fda684b2fcb9130b94fb6e6 Template:Tantrum 10 212 688 2024-07-11T02:30:37Z Nindokag 27 Created page with "If one or more models in the spellcaster's battlegroup were damaged by enemy attacks while within 5" of the spellcaster during your opponent's last turn, during your Maintenance Phase one model in the spellcaster's battlegroup in its control range can advance 3" and make one basic melee attack." wikitext text/x-wiki If one or more models in the spellcaster's battlegroup were damaged by enemy attacks while within 5" of the spellcaster during your opponent's last turn, during your Maintenance Phase one model in the spellcaster's battlegroup in its control range can advance 3" and make one basic melee attack. 2054da5db3db52962cfa6faeb9f5748434215c75 689 688 2024-07-11T02:31:57Z Nindokag 27 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Tantrum</big> ''' ||2||Self||Ctrl||-|| Up || No |- |colspan=7 style="text-align: left;"| If one or more models in the spellcaster's battlegroup were damaged by enemy attacks while within 5" of the spellcaster during your opponent's last turn, during your Maintenance Phase one model in the spellcaster's battlegroup in its control range can advance 3" and make one basic melee attack. |} ef8ff4415be1ffeba127d9637d3313f06ae3ee56 Template:Watery Grave 10 213 690 2024-07-11T02:34:49Z Nindokag 27 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Watery Grave</big> ''' ||2||8||-||12|| Rnd || Yes |- |colspan=7 style="text-align: left;"| When a model is boxed by Watery Grave, center a 3" template on the boxed model and then remove that model from play...." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Watery Grave</big> ''' ||2||8||-||12|| Rnd || Yes |- |colspan=7 style="text-align: left;"| When a model is boxed by Watery Grave, center a 3" template on the boxed model and then remove that model from play. The template is shallow water terrain that remains in play for one round. While in the template models gain Resistance: Fire. |} 1c7b5bbcc98381efb263a9f706dd46f90db74049 Template:Critical Consume 10 214 691 2024-07-11T02:35:26Z Nindokag 27 Created page with "On a critical hit, if the attack hit a small-based non-Leader model the model hit is removed from play." wikitext text/x-wiki On a critical hit, if the attack hit a small-based non-Leader model the model hit is removed from play. b9fb832f91395f441cb7c651912004ecf021a51e Editors Style Guide 0 6 692 131 2024-07-11T02:35:35Z Gedditoffme 2 wikitext text/x-wiki Wikis grow organically based on the enthusiasm of editors, however a consistent style and quality helps ensure a useful resource for readers. == Templates == Copy and paste an existing page and follow the same format. Some 'blank' pages with comments & guidance are below - just 'edit', copy and paste to the new page, and start filling in the blanks. * [[Model Blank Template]] for most units, solos etc * [[Warcaster Blank Template]] for Warcasters, Warlocks, Monstrosities * [[Warjack Loadout Blank Template]] for Mk4 Warjacks, Warbeasts or Monstrosities with multiple weapon options == Naming conventions == Pages are named after models exactly as written in the app Characters can be shortened to just the the single name (and number if necessary) on the model's profile. Redirect links should take the single name to their full page. == Quick guide to wikicode == 80% of the time you can just copy the code from another page or the above templates, delete the text in each section and modify from there. The code is simple enough that you'll probably work it out from there - some tips below. * <nowiki>[[Pagename]]</nowiki> to link to Pagename ** As a guideline, whenever you reference another model, or any other page in this wiki you should link there * <nowiki>{{Template}}</nowiki> to insert the contents of Template ** This wiki uses templates for spells, so can reuse them in a consistent format. ** Each page also has a footer template that gives links to the rest of the army. ** Melee and Ranged weapons have a template that plugs the numbers you give it into the right places. Best way is to copy and paste another model's weapons and work it out. * <nowiki>*</nowiki> at the start of a line puts it as a bullet point. <nowiki>**</nowiki> indents it more as a 'subpoint' ** Most text under a section should be in short bullet points - it helps with readability. There might be an introductory sentence to set the scene or draw attention to the biggest point - eg summarising why you take a model before iterating all it's strengths. * <nowiki>== Heading ==</nowiki> is used for headings. More = signs makes it a lower level subheading ** Headings generally copy the format from another article * Experiment with the text editor icons - they are a simple way to add images, links, redirects or tables. There's a more detailed guide here https://en.wikipedia.org/wiki/Help:Wikitext, or you can look up any guides to Mediawiki. == Rules for editors == === 1 Please edit! === We want as many voices as possible. * If a page is missing from your faction, start it. * If a synergy, or awesome play is missing from your favourite model, edit the article to add it * If it's your first time and you make a mistake, someone can clean it up. This resource will only be as good as the community can make it - and we'd love your input === 2 Be Positive === Presumption that a model was designed with a purpose, and find the reason to use it. "PP Plz Buff" is not the goal of this wiki. * Focus on the good points rather than what is missing. * If the model is overshadowed by a model with a similar role, feel free to call it out and why. But don't dwell too long on this, and highlight the positive point of difference. * A cheap model will be missing some things: consider its value. === 3 Explain Why === Use good but brief reasoning to say why. * Instead of "Synergy with Krol", say "Krol's leadership ability gives Wrecking Crew tough while within 10" === 4 Be respectful === * We're here because we enjoy Warmachine! Be nice * Seek to understand or expand if you don't agree with an edit. Be curious about the difference, and don't revert changes without exploring more. = Wiki Structure = The goal is for each of the following to exist * A landing page for each army, including an index of available models and general playstyle * A page for each model * A template page for each spell 734f69440ed159b0b2647d7e38f88431349bc1e3 693 692 2024-07-11T02:35:59Z Gedditoffme 2 /* Quick guide to wikicode */ wikitext text/x-wiki Wikis grow organically based on the enthusiasm of editors, however a consistent style and quality helps ensure a useful resource for readers. == Templates == Copy and paste an existing page and follow the same format. Some 'blank' pages with comments & guidance are below - just 'edit', copy and paste to the new page, and start filling in the blanks. * [[Model Blank Template]] for most units, solos etc * [[Warcaster Blank Template]] for Warcasters, Warlocks, Monstrosities * [[Warjack Loadout Blank Template]] for Mk4 Warjacks, Warbeasts or Monstrosities with multiple weapon options == Naming conventions == Pages are named after models exactly as written in the app Characters can be shortened to just the the single name (and number if necessary) on the model's profile. Redirect links should take the single name to their full page. == Quick guide to wikicode == Most of the time you should just copy the code from another page or the above templates, delete the text in each section and modify from there. The code is simple enough that you'll probably work it out from there - some tips below. * <nowiki>[[Pagename]]</nowiki> to link to Pagename ** As a guideline, whenever you reference another model, or any other page in this wiki you should link there * <nowiki>{{Template}}</nowiki> to insert the contents of Template ** This wiki uses templates for spells, so can reuse them in a consistent format. ** Each page also has a footer template that gives links to the rest of the army. ** Melee and Ranged weapons have a template that plugs the numbers you give it into the right places. Best way is to copy and paste another model's weapons and work it out. * <nowiki>*</nowiki> at the start of a line puts it as a bullet point. <nowiki>**</nowiki> indents it more as a 'subpoint' ** Most text under a section should be in short bullet points - it helps with readability. There might be an introductory sentence to set the scene or draw attention to the biggest point - eg summarising why you take a model before iterating all it's strengths. * <nowiki>== Heading ==</nowiki> is used for headings. More = signs makes it a lower level subheading ** Headings generally copy the format from another article * Experiment with the text editor icons - they are a simple way to add images, links, redirects or tables. There's a more detailed guide here https://en.wikipedia.org/wiki/Help:Wikitext, or you can look up any guides to Mediawiki. == Rules for editors == === 1 Please edit! === We want as many voices as possible. * If a page is missing from your faction, start it. * If a synergy, or awesome play is missing from your favourite model, edit the article to add it * If it's your first time and you make a mistake, someone can clean it up. This resource will only be as good as the community can make it - and we'd love your input === 2 Be Positive === Presumption that a model was designed with a purpose, and find the reason to use it. "PP Plz Buff" is not the goal of this wiki. * Focus on the good points rather than what is missing. * If the model is overshadowed by a model with a similar role, feel free to call it out and why. But don't dwell too long on this, and highlight the positive point of difference. * A cheap model will be missing some things: consider its value. === 3 Explain Why === Use good but brief reasoning to say why. * Instead of "Synergy with Krol", say "Krol's leadership ability gives Wrecking Crew tough while within 10" === 4 Be respectful === * We're here because we enjoy Warmachine! Be nice * Seek to understand or expand if you don't agree with an edit. Be curious about the difference, and don't revert changes without exploring more. = Wiki Structure = The goal is for each of the following to exist * A landing page for each army, including an index of available models and general playstyle * A page for each model * A template page for each spell fdf25944acbfded5d144b2b46408c345d001e401 695 693 2024-07-11T02:36:34Z Gedditoffme 2 /* Quick guide to wikicode */ wikitext text/x-wiki Wikis grow organically based on the enthusiasm of editors, however a consistent style and quality helps ensure a useful resource for readers. == Templates == Copy and paste an existing page and follow the same format. Some 'blank' pages with comments & guidance are below - just 'edit', copy and paste to the new page, and start filling in the blanks. * [[Model Blank Template]] for most units, solos etc * [[Warcaster Blank Template]] for Warcasters, Warlocks, Monstrosities * [[Warjack Loadout Blank Template]] for Mk4 Warjacks, Warbeasts or Monstrosities with multiple weapon options == Naming conventions == Pages are named after models exactly as written in the app Characters can be shortened to just the the single name (and number if necessary) on the model's profile. Redirect links should take the single name to their full page. == Quick guide to wikicode == Most of the time you should just copy the code from another page or the above templates, delete the text in each section and modify from there. The code is simple enough that you'll probably work it out by doing this - some tips below. * <nowiki>[[Pagename]]</nowiki> to link to Pagename ** As a guideline, whenever you reference another model, or any other page in this wiki you should link there * <nowiki>{{Template}}</nowiki> to insert the contents of Template ** This wiki uses templates for spells, so can reuse them in a consistent format. ** Each page also has a footer template that gives links to the rest of the army. ** Melee and Ranged weapons have a template that plugs the numbers you give it into the right places. Best way is to copy and paste another model's weapons and work it out. * <nowiki>*</nowiki> at the start of a line puts it as a bullet point. <nowiki>**</nowiki> indents it more as a 'subpoint' ** Most text under a section should be in short bullet points - it helps with readability. There might be an introductory sentence to set the scene or draw attention to the biggest point - eg summarising why you take a model before iterating all it's strengths. * <nowiki>== Heading ==</nowiki> is used for headings. More = signs makes it a lower level subheading ** Headings generally copy the format from another article * Experiment with the text editor icons - they are a simple way to add images, links, redirects or tables. There's a more detailed guide here https://en.wikipedia.org/wiki/Help:Wikitext, or you can look up any guides to Mediawiki. == Rules for editors == === 1 Please edit! === We want as many voices as possible. * If a page is missing from your faction, start it. * If a synergy, or awesome play is missing from your favourite model, edit the article to add it * If it's your first time and you make a mistake, someone can clean it up. This resource will only be as good as the community can make it - and we'd love your input === 2 Be Positive === Presumption that a model was designed with a purpose, and find the reason to use it. "PP Plz Buff" is not the goal of this wiki. * Focus on the good points rather than what is missing. * If the model is overshadowed by a model with a similar role, feel free to call it out and why. But don't dwell too long on this, and highlight the positive point of difference. * A cheap model will be missing some things: consider its value. === 3 Explain Why === Use good but brief reasoning to say why. * Instead of "Synergy with Krol", say "Krol's leadership ability gives Wrecking Crew tough while within 10" === 4 Be respectful === * We're here because we enjoy Warmachine! Be nice * Seek to understand or expand if you don't agree with an edit. Be curious about the difference, and don't revert changes without exploring more. = Wiki Structure = The goal is for each of the following to exist * A landing page for each army, including an index of available models and general playstyle * A page for each model * A template page for each spell 64be6950076dc477e131e7a8d5a54175610b7b6e Template:Skewer 10 215 694 2024-07-11T02:36:11Z Nindokag 27 Created page with "When this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction." wikitext text/x-wiki When this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction. df4fb1875f9a6c522f5379238e254a05410fafb5 Template:Critical Weaken 10 216 696 2024-07-11T02:36:39Z Nindokag 27 Created page with "On a critical hit, a living model hit suffers -2 DEF and -2 to its melee attack damage rolls for one round." wikitext text/x-wiki On a critical hit, a living model hit suffers -2 DEF and -2 to its melee attack damage rolls for one round. fb5e5897f05de2310dfb7ab6e2367c5e63fb241b Template:Snacking 10 217 700 2024-07-11T02:38:49Z Nindokag 27 Created page with "When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points." wikitext text/x-wiki When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points. 8633420c6878fbd0a3feef097f78dc47b6a411a7 Khymaera Shadowflame Shard Rack 0 218 701 2024-07-11T02:40:51Z Gedditoffme 2 Created page with "{{Shadowflame Shard Rack List}} == Top Choices == * Wind storm is a very solid choice against nearly any amount of shooting (more than a couple hand cannons) - helping you approach or staying safe for your own shooting. {{Khymaera Shadowflame Shard Footer}}" wikitext text/x-wiki {{Shadowflame Shard Rack List}} == Top Choices == * Wind storm is a very solid choice against nearly any amount of shooting (more than a couple hand cannons) - helping you approach or staying safe for your own shooting. {{Khymaera Shadowflame Shard Footer}} 1775703059b1abc18e70e4c6ed326a8f0ca6f292 712 701 2024-07-11T02:55:24Z Gedditoffme 2 wikitext text/x-wiki {{Shadowflame Shard Rack List}} == Top Choices == * {{Khymaera Shadowflame Shard Footer}} 4f2cc78c1254724f50d49eeef99d2b440e0e162d Template:Shadowflame Shard Rack List 10 219 702 2024-07-11T02:42:43Z Gedditoffme 2 Created page with "<div class="mw-collapsible mw-collapsed"> === Shadowflame Shard Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{Carnivore}} {{Curse of Shadows}} {{Dash}} {{Dragon's Blood}} {{Execration of Blackest Night}} {{Host of Shadows}} {{Occultation}} {{Silence of Death}} {{Veil of Mists}} {{Watcher}} </div> </div>" wikitext text/x-wiki <div class="mw-collapsible mw-collapsed"> === Shadowflame Shard Rack Spells (expandable List) === <div class="mw-collapsible-content"> {{Carnivore}} {{Curse of Shadows}} {{Dash}} {{Dragon's Blood}} {{Execration of Blackest Night}} {{Host of Shadows}} {{Occultation}} {{Silence of Death}} {{Veil of Mists}} {{Watcher}} </div> </div> 1c29b16f4287d33b7983e2c33f82999ffd371546 Template:Carnivore 10 220 703 2024-07-11T02:44:40Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Carnivore</big> ''' || 2 || 6 || - || - || Up|| No |- |colspan=7 style="text-align: left;"| Target Friendly Faction model/unit gains +2 to melee attack rolls against living models. When an affected model des..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Carnivore</big> ''' || 2 || 6 || - || - || Up|| No |- |colspan=7 style="text-align: left;"| Target Friendly Faction model/unit gains +2 to melee attack rolls against living models. When an affected model destroys a living or undead model with a melee attack, the destroyed model is removed from play and the spellcaster can remove d3 damage points. |} e916fc83d6dc16860630b2707902eedc3f7866e0 Template:Dash 10 221 704 2024-07-11T02:45:22Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Dash</big> ''' || 2 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster and friendly Faction warrior models activating in its control range gain +1 SPD. Dash lasts for..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Dash</big> ''' || 2 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster and friendly Faction warrior models activating in its control range gain +1 SPD. Dash lasts for one turn. |} 8c47a36b4257c758d5b5621cd0d95e7e6a9dfc04 Template:Dragon's Blood 10 222 705 2024-07-11T02:46:21Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Carnage</big> ''' || 2 || - || -|| - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains +2 ARM. When an affected model is disabled by a melee attack, the attacker s..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Carnage</big> ''' || 2 || - || -|| - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains +2 ARM. When an affected model is disabled by a melee attack, the attacker suffers the Corrosion continuous effect. |} faddfaefd954e3951d359f1c3de0f66a29e98b9b 706 705 2024-07-11T02:46:35Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Carnage</big> ''' || 2 || 6 || -|| - || Up || No |- |colspan=7 style="text-align: left;"| Target friendly Faction model/unit gains +2 ARM. When an affected model is disabled by a melee attack, the attacker suffers the Corrosion continuous effect. |} b1cbd8ef28d94ab00591e64ceaf1a9890aa6f383 Template:Execration of Blackest Night 10 223 707 2024-07-11T02:47:21Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Execration of Blackest Night</big> ''' || 3 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 10" of the spellcaster, enemy models suffer -2 to their Attack rolls. Execrati..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Execration of Blackest Night</big> ''' || 3 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 10" of the spellcaster, enemy models suffer -2 to their Attack rolls. Execration of Blackest Night lasts for one round. |} cefc988cd57b22d63d0dbbfea4539b533e4c54ea Template:Host of Shadows 10 224 708 2024-07-11T02:48:35Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Host of Shadows</big> ''' || 2 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, models in its battlegroup gain Ghostly. Host of Shadows la..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Host of Shadows</big> ''' || 2 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, models in its battlegroup gain Ghostly. Host of Shadows lasts for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions and models if it has enough movement to move completely past them.) |} d9f916c5a4dfa80c5e1a808c13fbafc43de71021 Template:Veil of Mists 10 225 709 2024-07-11T02:50:10Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Veil of Mists</big> ''' || 2 || Ctrl || - || - || Up || No |- |colspan=7 style="text-align: left;"| Place a cloud effect template anywhere completely within the spellcaster's control range. The template does..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Veil of Mists</big> ''' || 2 || Ctrl || - || - || Up || No |- |colspan=7 style="text-align: left;"| Place a cloud effect template anywhere completely within the spellcaster's control range. The template does not block friendly Faction models' LOS. While in the template, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them. |} 3ad31e36d7f538323ce94a9c99f17efd8088b280 Template:Watcher 10 226 710 2024-07-11T02:51:28Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Watcher</big> ''' || 2 || Self || - || - || Up|| No |- |colspan=7 style="text-align: left;"| Once per turn when an enemy model advances and ends its movement within 6" of the spellcaster, you can choose a Co..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Watcher</big> ''' || 2 || Self || - || - || Up|| No |- |colspan=7 style="text-align: left;"| Once per turn when an enemy model advances and ends its movement within 6" of the spellcaster, you can choose a Cohort model in the spellcaster's battlegroup that is in its control range. That Cohort model can immediately make a full advance toward the enemy model and then can make one basic attack targeting the enemy model. |} e2e501377fa10e61ce22fd8d31936b834c4f1817 MediaWiki:Sidebar 8 32 711 114 2024-07-11T02:53:32Z Gedditoffme 2 wikitext text/x-wiki * Main Menu ** Main_Page| Home Page ** Editors Style Guide| Editors Guide ** Wiki Scope|Wiki Scope ** Links and Podcasts|Links and Podcasts * MkIV Factions ** Cryx Necrofactorium|Cryx Necrofactorium ** Cygnar Storm Legion|Cygnar Storm Legion ** Dusk House Kallyss|Dusk House Kallyss ** Khador Winter Korps|Khador Winter Korps ** Khymaera Shadowflame Shard|Khymaera Shadowflame Shard ** Orgoth Sea Raiders|Orgoth Sea Raiders ** Southern Kriels Brineblood Marauders|Southern Kriels Brineblood Marauders * Legacy Prime Factions ** Circle Devourers Host|Circle Devourers Host ** Circle Secret Dominion|Circle Secret Dominion ** Convergence of Cyriss|Convergence of Cyriss ** Crucible Guard|Crucible Guard ** Cryx Blackfleet|Cryx Blackfleet ** Cryx Dark Host|Cryx Dark Host ** Cygnar First Army|Cygnar First Army ** Cygnar Storm Knights|Cygnar Storm Knights ** Grymkin|Grymkin ** Infernals|Infernals ** Khador 5th Division|Khador 5th Division ** Khador Armored Korps|Khador Armored Korps ** Legion Dragon's Host|Legion Dragon's Host ** Legion Ravens of War|Legion Ravens of War ** Merc Blindwater Congregation|Merc Blindwater Congregation ** Merc Dark Operations|Merc Dark Operations ** Merc Rhul Guard|Merc Rhul Guard ** Merc Soldiers of Fortune|Merc Soldiers of Fortune ** Merc Talion Charter|Merc Talion Charter ** Merc Thornfall Alliance|Merc Thornfall Alliance ** Protectorate Final Interdiction|Protectorate Final Interdiction ** Protectorate Temple Guardians|Protectorate Temple Guardians ** Retribution Legions of Dawn|Retribution Legions of Dawn ** Retribution Shadows of the Retribution|Retribution Shadows of the Retribution ** Skorne Army of the Western Reaches|Skorne Army of the Western Reaches ** Skorne Exalted|Skorne Exalted ** Trollbloods Storm of the North|Trollbloods Storm of the North ** Trollbloods United Kriels|Trollbloods United Kriels * Navigation ** mainpage|mainpage-description ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help-mediawiki * SEARCH * TOOLBOX * LANGUAGES 0e89208cf946a27a0afd996b64e38e359d797128 Khador Winter Korps 0 31 713 177 2024-07-11T03:35:28Z 2600:8805:1A04:A300:91BF:752C:364A:B326 0 /* Kapitan Ilari Borisyuk */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. Her worst Problem is she tends to want to do everything above all at once, but never has enough Focus to do more then one of those Things. However, Power Swell give you the extra Focus for the one Turn that might win you the Game. If you want learn to play the Ressource Management Minigame of Warmachine Focus-Armys, she is the Warcaster for you. === [[Kapitan Ilari Borisyuk]] === He is the Widowmaker Warcaster of the Winter Korps army. Sadly, that doesn't mean he brings something special to Winter Korps. What he does bring, is an extremely versatile gun, with very good ammo types to support his army, or contribute to the game himself. Ilari Borisyuk prefers to maximize shooting with his gun, over casting spells, so most of the time he will just upkeep one or two Spells, and then use the Rest of his Focus to Boost his shots and/or buy a second one. It is helpful to try to save at least one to two Focus on him to reduce damage during your opponents turn, because he tends to die really fast due to his very low ARM of 14 and only 16 damage boxes. He has Prowl at least, which saves him a little bit when he is able to get into concealment or cover. Before the Release of the Mastodon, he was probably Winter Korps best answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allows you to move attack with your whole Battlegroup once, before actually activating it, therefore allowing you to greatly increase the threat range of models in his battlegroup. However, there are many effects outside there preventing the trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the moment. It should be noted, that he can be the absolute King of small point games, due to the simple fact that his ammo types matter even more and he can often taken down a model or two per turn himself with less risk to himself in small point games. === [[Kapitan Yana Kovoskiy]] === Yana is Winter Korps fighting caster. She's riding a huge bear, she's got a mountain of initial attacks, and whether she's clearing units of infantry or tearing a heavy apart it's all playing into her strategy of triggering her Conferred Rage ability to buff her Warjacks even further. Yana lists can make decisions about whether they want to maximise Conferred Rage benefits by playing Warjack heavy, or playing infantry who benefit from the feat and her spell list. On a turn by turn she decides whether she's supporting the army passively, or using her focus to get personally involved. Ultimately, Yana is a very rewarding caster with a flexible list build and playstyle who gets an advantage in piece trading and the end-game because she's personally a monster combat model who can battle lust herself. === [[Kommander Tatiana Sikora]] === [Place Holder] Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. === [[Kommander Valerii Savaryn]] === [Place Holder] The beast Caster Khador has to offer and contestant for the best Caster in the Game. He pumps most of our Things up to 11, even has +2 Attack and Damage Buff for Mercenaries and can speed up a Jack to ludicrous Levels of Movement, due to the Fact he can combine Escort and Superiority. His Feat allows his Army to basically shoot everything, everywhere, all at once, without any Defense Tech for the Enemy. If you are just looking for a very strong Caster, with good Abilities and a good Spelllist, he is your Guy. {{Winter Korps Footer}} 12fec2a787f0fb545fa3a905c8221dc5e62889b3 714 713 2024-07-11T03:37:04Z 2600:8805:1A04:A300:91BF:752C:364A:B326 0 /* Kapitan Ilari Borisyuk */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. Her worst Problem is she tends to want to do everything above all at once, but never has enough Focus to do more then one of those Things. However, Power Swell give you the extra Focus for the one Turn that might win you the Game. If you want learn to play the Ressource Management Minigame of Warmachine Focus-Armys, she is the Warcaster for you. === [[Kapitan Ilari Borisyuk]] === Kapitan Ilari Borisyuk is the Widowmaker Warcaster of the Winter Korps army. Sadly, that doesn't mean he brings something special to Winter Korps. What he does bring, is an extremely versatile gun, with very good ammo types to support his army, or contribute to the game himself. Ilari Borisyuk prefers to maximize shooting with his gun, over casting spells, so most of the time he will just upkeep one or two Spells, and then use the Rest of his Focus to Boost his shots and/or buy a second one. It is helpful to try to save at least one to two Focus on him to reduce damage during your opponents turn, because he tends to die really fast due to his very low ARM of 14 and only 16 damage boxes. He has Prowl at least, which saves him a little bit when he is able to get into concealment or cover. Before the Release of the Mastodon, he was probably Winter Korps best answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allows you to move attack with your whole Battlegroup once, before actually activating it, therefore allowing you to greatly increase the threat range of models in his battlegroup. However, there are many effects outside there preventing the trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the moment. It should be noted, that he can be the absolute King of small point games, due to the simple fact that his ammo types matter even more and he can often taken down a model or two per turn himself with less risk to himself in small point games. === [[Kapitan Yana Kovoskiy]] === Yana is Winter Korps fighting caster. She's riding a huge bear, she's got a mountain of initial attacks, and whether she's clearing units of infantry or tearing a heavy apart it's all playing into her strategy of triggering her Conferred Rage ability to buff her Warjacks even further. Yana lists can make decisions about whether they want to maximise Conferred Rage benefits by playing Warjack heavy, or playing infantry who benefit from the feat and her spell list. On a turn by turn she decides whether she's supporting the army passively, or using her focus to get personally involved. Ultimately, Yana is a very rewarding caster with a flexible list build and playstyle who gets an advantage in piece trading and the end-game because she's personally a monster combat model who can battle lust herself. === [[Kommander Tatiana Sikora]] === [Place Holder] Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. === [[Kommander Valerii Savaryn]] === [Place Holder] The beast Caster Khador has to offer and contestant for the best Caster in the Game. He pumps most of our Things up to 11, even has +2 Attack and Damage Buff for Mercenaries and can speed up a Jack to ludicrous Levels of Movement, due to the Fact he can combine Escort and Superiority. His Feat allows his Army to basically shoot everything, everywhere, all at once, without any Defense Tech for the Enemy. If you are just looking for a very strong Caster, with good Abilities and a good Spelllist, he is your Guy. {{Winter Korps Footer}} 74b17e19a46431f15bdf9f348289a93459e0e982 715 714 2024-07-11T03:44:12Z 2600:8805:1A04:A300:91BF:752C:364A:B326 0 /* Kapitan Yana Kovoskiy */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. Her worst Problem is she tends to want to do everything above all at once, but never has enough Focus to do more then one of those Things. However, Power Swell give you the extra Focus for the one Turn that might win you the Game. If you want learn to play the Ressource Management Minigame of Warmachine Focus-Armys, she is the Warcaster for you. === [[Kapitan Ilari Borisyuk]] === Kapitan Ilari Borisyuk is the Widowmaker Warcaster of the Winter Korps army. Sadly, that doesn't mean he brings something special to Winter Korps. What he does bring, is an extremely versatile gun, with very good ammo types to support his army, or contribute to the game himself. Ilari Borisyuk prefers to maximize shooting with his gun, over casting spells, so most of the time he will just upkeep one or two Spells, and then use the Rest of his Focus to Boost his shots and/or buy a second one. It is helpful to try to save at least one to two Focus on him to reduce damage during your opponents turn, because he tends to die really fast due to his very low ARM of 14 and only 16 damage boxes. He has Prowl at least, which saves him a little bit when he is able to get into concealment or cover. Before the Release of the Mastodon, he was probably Winter Korps best answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allows you to move attack with your whole Battlegroup once, before actually activating it, therefore allowing you to greatly increase the threat range of models in his battlegroup. However, there are many effects outside there preventing the trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the moment. It should be noted, that he can be the absolute King of small point games, due to the simple fact that his ammo types matter even more and he can often taken down a model or two per turn himself with less risk to himself in small point games. === [[Kapitan Yana Kovoskiy]] === Yana is one of Winter Korps melee warcaster. She rides to battle on a huge bear, she's got a mountain of initial attacks, and whether she's clearing units of infantry or tearing a heavy apart it's all playing into her strategy of triggering her Conferred Rage ability to buff her Warjacks even further. She also has 2, decent ranged attacks which have Arcing Fire and Critical Armor-Piercing, which can allow here to stand back and trigger Conferred Rage from distance if it is a bad idea to charge in and get personal with her opponents models. Yana lists can make decisions about whether they want to maximize Conferred Rage benefits by playing Warjack heavy, or playing infantry who benefit from her feat and her spell list. On a turn by turn basis, she decides whether she's supporting the army passively, or using her focus to get personally involved. Ultimately, Yana is a very rewarding caster with a flexible list build and playstyle, who gets an advantage in piece trading and the end-game because she's personally a monster combat model who can cast Battle Lust, her personal, non-Spell Rack, upkeep spells on herself, which gives her and extra die on melee damage rolls, but also gives her -2 DEF. === [[Kommander Tatiana Sikora]] === [Place Holder] Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. === [[Kommander Valerii Savaryn]] === [Place Holder] The beast Caster Khador has to offer and contestant for the best Caster in the Game. He pumps most of our Things up to 11, even has +2 Attack and Damage Buff for Mercenaries and can speed up a Jack to ludicrous Levels of Movement, due to the Fact he can combine Escort and Superiority. His Feat allows his Army to basically shoot everything, everywhere, all at once, without any Defense Tech for the Enemy. If you are just looking for a very strong Caster, with good Abilities and a good Spelllist, he is your Guy. {{Winter Korps Footer}} d7e7cb634c1ebc3cd11c1a2be377ae1380190114 716 715 2024-07-11T03:55:32Z 2600:8805:1A04:A300:91BF:752C:364A:B326 0 /* Kommander Valerii Savaryn */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Winter Korps Wizard caster Immensely flexible caster, able to leverage any spell off of the rack. Comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance, allowing her to get a great amount of use out of the offensive spells Winter Korp has access to. Incredible feat, possibly one of the strongest denial feats currently in the game. Drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Use this to hit the opponent, feat, then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation amplifies the accuracy of the whole army. Her worst Problem is she tends to want to do everything above all at once, but never has enough Focus to do more then one of those Things. However, Power Swell give you the extra Focus for the one Turn that might win you the Game. If you want learn to play the Ressource Management Minigame of Warmachine Focus-Armys, she is the Warcaster for you. === [[Kapitan Ilari Borisyuk]] === Kapitan Ilari Borisyuk is the Widowmaker Warcaster of the Winter Korps army. Sadly, that doesn't mean he brings something special to Winter Korps. What he does bring, is an extremely versatile gun, with very good ammo types to support his army, or contribute to the game himself. Ilari Borisyuk prefers to maximize shooting with his gun, over casting spells, so most of the time he will just upkeep one or two Spells, and then use the Rest of his Focus to Boost his shots and/or buy a second one. It is helpful to try to save at least one to two Focus on him to reduce damage during your opponents turn, because he tends to die really fast due to his very low ARM of 14 and only 16 damage boxes. He has Prowl at least, which saves him a little bit when he is able to get into concealment or cover. Before the Release of the Mastodon, he was probably Winter Korps best answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allows you to move attack with your whole Battlegroup once, before actually activating it, therefore allowing you to greatly increase the threat range of models in his battlegroup. However, there are many effects outside there preventing the trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the moment. It should be noted, that he can be the absolute King of small point games, due to the simple fact that his ammo types matter even more and he can often taken down a model or two per turn himself with less risk to himself in small point games. === [[Kapitan Yana Kovoskiy]] === Yana is one of Winter Korps melee warcaster. She rides to battle on a huge bear, she's got a mountain of initial attacks, and whether she's clearing units of infantry or tearing a heavy apart it's all playing into her strategy of triggering her Conferred Rage ability to buff her Warjacks even further. She also has 2, decent ranged attacks which have Arcing Fire and Critical Armor-Piercing, which can allow here to stand back and trigger Conferred Rage from distance if it is a bad idea to charge in and get personal with her opponents models. Yana lists can make decisions about whether they want to maximize Conferred Rage benefits by playing Warjack heavy, or playing infantry who benefit from her feat and her spell list. On a turn by turn basis, she decides whether she's supporting the army passively, or using her focus to get personally involved. Ultimately, Yana is a very rewarding caster with a flexible list build and playstyle, who gets an advantage in piece trading and the end-game because she's personally a monster combat model who can cast Battle Lust, her personal, non-Spell Rack, upkeep spells on herself, which gives her and extra die on melee damage rolls, but also gives her -2 DEF. === [[Kommander Tatiana Sikora]] === [Place Holder] Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. === [[Kommander Valerii Savaryn]] === Arguably, Kommander Valerii Savaryn is the best Warcaster Winter Korps has to offer, and maybe a contestant for the best Leader model in Warmachine right now. Savaryn, has a strong combination of Battle Plans, Spells, and a Feat that can pump models in Winter Korps armies up to 11. One of his battle plans, Kill Order effects all friendly warrior models, not just friend faction warriors models, which allows him to give a +2 Attack and Damage Buff to all friendly warriors models, including the various Mercenary option for Winter Korps. Savaryn, can also speed up one of his Warjacks to ludicrous levels of movement, due to the combined effects of the spells Escort and Superiority. His Feat allows his army to shoot everything, everywhere, all at once, without any Defense Tech, along with use his battle plans 3 times during is activation in any combination Savaryn wants. If you are just looking for a very strong Warcaster, with good abilities and a good Spell list, Savaryn is your Guy. {{Kommander Valerii Savaryn}} 022795a2c88b5fd4d332fe90a34e0f3179aa4e41 717 716 2024-07-11T04:04:17Z 2600:8805:1A04:A300:91BF:752C:364A:B326 0 /* Kapitan Ekaterina Baranova */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Kapitan Ekaterina Baranova, is a heavily magic focused Winter Korps Warcaster that can also be immensely flexible as a support warcaster. Baranova is able to leverage any spell off of the rack and comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance through her Warjacks which allows her to get a great amount of use out of the offensive spells Winter Korps has access to. Baranova has an incredible Feat, possibly one of the strongest denial feats currently in the game, comparable to Zerkova 1's feat from previous editions of the game. Baranova's Feat drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Baranovas feat is best used to hit the opponent, feat stopping the enemy from counter attacking, and then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation of Wrath amplifies the accuracy of the whole army. Her worst problem is she tends to want to do everything all at once, but never has enough Focus to do more then one or two things a turn because she is often times upkeeping 2 to 3 upkeeps spells too. However, the Power Swell command card gives her the extra Focus for the one Turn that might win you the game. If you want learn to play the resource management minigame of Warmachine Focus based armies, she is the Warcaster for you with both strong offensive and defensive options. === [[Kapitan Ilari Borisyuk]] === Kapitan Ilari Borisyuk is the Widowmaker Warcaster of the Winter Korps army. Sadly, that doesn't mean he brings something special to Winter Korps. What he does bring, is an extremely versatile gun, with very good ammo types to support his army, or contribute to the game himself. Ilari Borisyuk prefers to maximize shooting with his gun, over casting spells, so most of the time he will just upkeep one or two Spells, and then use the Rest of his Focus to Boost his shots and/or buy a second one. It is helpful to try to save at least one to two Focus on him to reduce damage during your opponents turn, because he tends to die really fast due to his very low ARM of 14 and only 16 damage boxes. He has Prowl at least, which saves him a little bit when he is able to get into concealment or cover. Before the Release of the Mastodon, he was probably Winter Korps best answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allows you to move attack with your whole Battlegroup once, before actually activating it, therefore allowing you to greatly increase the threat range of models in his battlegroup. However, there are many effects outside there preventing the trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the moment. It should be noted, that he can be the absolute King of small point games, due to the simple fact that his ammo types matter even more and he can often taken down a model or two per turn himself with less risk to himself in small point games. === [[Kapitan Yana Kovoskiy]] === Yana is one of Winter Korps melee warcaster. She rides to battle on a huge bear, she's got a mountain of initial attacks, and whether she's clearing units of infantry or tearing a heavy apart it's all playing into her strategy of triggering her Conferred Rage ability to buff her Warjacks even further. She also has 2, decent ranged attacks which have Arcing Fire and Critical Armor-Piercing, which can allow here to stand back and trigger Conferred Rage from distance if it is a bad idea to charge in and get personal with her opponents models. Yana lists can make decisions about whether they want to maximize Conferred Rage benefits by playing Warjack heavy, or playing infantry who benefit from her feat and her spell list. On a turn by turn basis, she decides whether she's supporting the army passively, or using her focus to get personally involved. Ultimately, Yana is a very rewarding caster with a flexible list build and playstyle, who gets an advantage in piece trading and the end-game because she's personally a monster combat model who can cast Battle Lust, her personal, non-Spell Rack, upkeep spells on herself, which gives her and extra die on melee damage rolls, but also gives her -2 DEF. === [[Kommander Tatiana Sikora]] === [Place Holder] Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. === [[Kommander Valerii Savaryn]] === Arguably, Kommander Valerii Savaryn is the best Warcaster Winter Korps has to offer, and maybe a contestant for the best Leader model in Warmachine right now. Savaryn, has a strong combination of Battle Plans, Spells, and a Feat that can pump models in Winter Korps armies up to 11. One of his battle plans, Kill Order effects all friendly warrior models, not just friend faction warriors models, which allows him to give a +2 Attack and Damage Buff to all friendly warriors models, including the various Mercenary option for Winter Korps. Savaryn, can also speed up one of his Warjacks to ludicrous levels of movement, due to the combined effects of the spells Escort and Superiority. His Feat allows his army to shoot everything, everywhere, all at once, without any Defense Tech, along with use his battle plans 3 times during is activation in any combination Savaryn wants. If you are just looking for a very strong Warcaster, with good abilities and a good Spell list, Savaryn is your Guy. {{Kommander Valerii Savaryn}} a40d7ecf55ed06f368d1f407838fb10b60da7563 718 717 2024-07-11T04:06:36Z 2600:8805:1A04:A300:91BF:752C:364A:B326 0 /* Kommander Valerii Savaryn */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Kapitan Ekaterina Baranova, is a heavily magic focused Winter Korps Warcaster that can also be immensely flexible as a support warcaster. Baranova is able to leverage any spell off of the rack and comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance through her Warjacks which allows her to get a great amount of use out of the offensive spells Winter Korps has access to. Baranova has an incredible Feat, possibly one of the strongest denial feats currently in the game, comparable to Zerkova 1's feat from previous editions of the game. Baranova's Feat drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Baranovas feat is best used to hit the opponent, feat stopping the enemy from counter attacking, and then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation of Wrath amplifies the accuracy of the whole army. Her worst problem is she tends to want to do everything all at once, but never has enough Focus to do more then one or two things a turn because she is often times upkeeping 2 to 3 upkeeps spells too. However, the Power Swell command card gives her the extra Focus for the one Turn that might win you the game. If you want learn to play the resource management minigame of Warmachine Focus based armies, she is the Warcaster for you with both strong offensive and defensive options. === [[Kapitan Ilari Borisyuk]] === Kapitan Ilari Borisyuk is the Widowmaker Warcaster of the Winter Korps army. Sadly, that doesn't mean he brings something special to Winter Korps. What he does bring, is an extremely versatile gun, with very good ammo types to support his army, or contribute to the game himself. Ilari Borisyuk prefers to maximize shooting with his gun, over casting spells, so most of the time he will just upkeep one or two Spells, and then use the Rest of his Focus to Boost his shots and/or buy a second one. It is helpful to try to save at least one to two Focus on him to reduce damage during your opponents turn, because he tends to die really fast due to his very low ARM of 14 and only 16 damage boxes. He has Prowl at least, which saves him a little bit when he is able to get into concealment or cover. Before the Release of the Mastodon, he was probably Winter Korps best answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allows you to move attack with your whole Battlegroup once, before actually activating it, therefore allowing you to greatly increase the threat range of models in his battlegroup. However, there are many effects outside there preventing the trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the moment. It should be noted, that he can be the absolute King of small point games, due to the simple fact that his ammo types matter even more and he can often taken down a model or two per turn himself with less risk to himself in small point games. === [[Kapitan Yana Kovoskiy]] === Yana is one of Winter Korps melee warcaster. She rides to battle on a huge bear, she's got a mountain of initial attacks, and whether she's clearing units of infantry or tearing a heavy apart it's all playing into her strategy of triggering her Conferred Rage ability to buff her Warjacks even further. She also has 2, decent ranged attacks which have Arcing Fire and Critical Armor-Piercing, which can allow here to stand back and trigger Conferred Rage from distance if it is a bad idea to charge in and get personal with her opponents models. Yana lists can make decisions about whether they want to maximize Conferred Rage benefits by playing Warjack heavy, or playing infantry who benefit from her feat and her spell list. On a turn by turn basis, she decides whether she's supporting the army passively, or using her focus to get personally involved. Ultimately, Yana is a very rewarding caster with a flexible list build and playstyle, who gets an advantage in piece trading and the end-game because she's personally a monster combat model who can cast Battle Lust, her personal, non-Spell Rack, upkeep spells on herself, which gives her and extra die on melee damage rolls, but also gives her -2 DEF. === [[Kommander Tatiana Sikora]] === [Place Holder] Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. === [[Kommander Valerii Savaryn]] === Arguably, Kommander Valerii Savaryn is the best Warcaster Winter Korps has to offer, and maybe a contestant for the best Leader model in Warmachine right now. Savaryn, has a strong combination of Battle Plans, Spells, and a Feat that can pump models in Winter Korps armies up to 11. One of his battle plans, Kill Order effects all friendly warrior models, not just friend faction warriors models, which allows him to give a +2 Attack and Damage Buff to all friendly warriors models, including the various Mercenary option for Winter Korps. Savaryn, can also speed up one of his Warjacks to ludicrous levels of movement, due to the combined effects of the spells Escort and Superiority. His Feat allows his army to shoot everything, everywhere, all at once, without any Defense Tech, along with use his battle plans 3 times during is activation in any combination Savaryn wants. If you are just looking for a very strong Warcaster, with good abilities and a good Spell list, Savaryn is your Guy. aaabaeec49a3f1b75fc920f0b128e5cb86d7e8a3 732 718 2024-07-11T06:47:51Z Gedditoffme 2 wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There isn't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong, but honest, buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Kapitan Ekaterina Baranova, is a heavily magic focused Winter Korps Warcaster that can also be immensely flexible as a support warcaster. Baranova is able to leverage any spell off of the rack and comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance through her Warjacks which allows her to get a great amount of use out of the offensive spells Winter Korps has access to. Baranova has an incredible Feat, possibly one of the strongest denial feats currently in the game, comparable to Zerkova 1's feat from previous editions of the game. Baranova's Feat drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Baranovas feat is best used to hit the opponent, feat stopping the enemy from counter attacking, and then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation of Wrath amplifies the accuracy of the whole army. Her worst problem is she tends to want to do everything all at once, but never has enough Focus to do more then one or two things a turn because she is often times upkeeping 2 to 3 upkeeps spells too. However, the Power Swell command card gives her the extra Focus for the one Turn that might win you the game. If you want learn to play the resource management minigame of Warmachine Focus based armies, she is the Warcaster for you with both strong offensive and defensive options. === [[Kapitan Ilari Borisyuk]] === Kapitan Ilari Borisyuk is the Widowmaker Warcaster of the Winter Korps army. Sadly, that doesn't mean he brings something special to Winter Korps. What he does bring, is an extremely versatile gun, with very good ammo types to support his army, or contribute to the game himself. Ilari Borisyuk prefers to maximize shooting with his gun, over casting spells, so most of the time he will just upkeep one or two Spells, and then use the Rest of his Focus to Boost his shots and/or buy a second one. It is helpful to try to save at least one to two Focus on him to reduce damage during your opponents turn, because he tends to die really fast due to his very low ARM of 14 and only 16 damage boxes. He has Prowl at least, which saves him a little bit when he is able to get into concealment or cover. Before the Release of the Mastodon, he was probably Winter Korps best answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allows you to move attack with your whole Battlegroup once, before actually activating it, therefore allowing you to greatly increase the threat range of models in his battlegroup. However, there are many effects outside there preventing the trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the moment. It should be noted, that he can be the absolute King of small point games, due to the simple fact that his ammo types matter even more and he can often taken down a model or two per turn himself with less risk to himself in small point games. === [[Kapitan Yana Kovoskiy]] === Yana is one of Winter Korps melee warcaster. She rides to battle on a huge bear, she's got a mountain of initial attacks, and whether she's clearing units of infantry or tearing a heavy apart it's all playing into her strategy of triggering her Conferred Rage ability to buff her Warjacks even further. She also has 2, decent ranged attacks which have Arcing Fire and Critical Armor-Piercing, which can allow here to stand back and trigger Conferred Rage from distance if it is a bad idea to charge in and get personal with her opponents models. Yana lists can make decisions about whether they want to maximize Conferred Rage benefits by playing Warjack heavy, or playing infantry who benefit from her feat and her spell list. On a turn by turn basis, she decides whether she's supporting the army passively, or using her focus to get personally involved. Ultimately, Yana is a very rewarding caster with a flexible list build and playstyle, who gets an advantage in piece trading and the end-game because she's personally a monster combat model who can cast Battle Lust, her personal, non-Spell Rack, upkeep spells on herself, which gives her and extra die on melee damage rolls, but also gives her -2 DEF. === [[Kommander Tatiana Sikora]] === [Place Holder] Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. === [[Kommander Valerii Savaryn]] === Arguably, Kommander Valerii Savaryn is the best Warcaster Winter Korps has to offer, and maybe a contestant for the best Leader model in Warmachine right now. Savaryn, has a strong combination of Battle Plans, Spells, and a Feat that can pump models in Winter Korps armies up to 11. One of his battle plans, Kill Order effects all friendly warrior models, not just friend faction warriors models, which allows him to give a +2 Attack and Damage Buff to all friendly warriors models, including the various Mercenary option for Winter Korps. Savaryn, can also speed up one of his Warjacks to ludicrous levels of movement, due to the combined effects of the spells Escort and Superiority. His Feat allows his army to shoot everything, everywhere, all at once, without any Defense Tech, along with use his battle plans 3 times during is activation in any combination Savaryn wants. If you are just looking for a very strong Warcaster, with good abilities and a good Spell list, Savaryn is your Guy. {{Winter Korps Footer}} 404faa9bd16505755d5c7d5c72fdc3f8552852f1 Warwitch Coven 0 69 719 452 2024-07-11T04:40:31Z 2601:285:4100:21E0:21B6:A88B:BA0B:A660 0 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The warwitch covens that accompany the Orgoth into battle are Nocturne initiates of the order trained in the Path of Shadows. They support their armies in the field, sowing dark magic and empowering the Orgoth warjacks with their hell-born power, reveling in their rise to power and their ability to command death and destruction. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Orgoth's premier support unit. They'll mostly act as empower bots for your jacks every turn until the enemy front line comes in close enough to tag them with dark shroud. Having pathfinder and unstoppable makes it really hard to stop them from putting up dark shroud or empower wherever they want. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * Warwitches are best friends to all of Orgoth's drag options. By using a proxy base to know where your drag model will be you can have a warwitch with dark shroud up in waiting. On a cheap claw harpoon tyrant this +2 can be enough to threaten a lot of enemy heavies. Add in redline and now you have a 12 pt tyrant that threatens to kill most enemy heavies from 17" away. == Tricks == <!-- dot point list of cool plays and combos--> * Taking the command card hit and run allows you to threaten dark shroud on enemy models within 14". This has been lovingly nicknamed the warwitch power slide. {{Orgoth Sea Raiders Footer}} f74851bad0a9dccfbbd65478e70c1f8e8215931a 720 719 2024-07-11T04:43:17Z 2601:285:4100:21E0:21B6:A88B:BA0B:A660 0 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The warwitch covens that accompany the Orgoth into battle are Nocturne initiates of the order trained in the Path of Shadows. They support their armies in the field, sowing dark magic and empowering the Orgoth warjacks with their hell-born power, reveling in their rise to power and their ability to command death and destruction. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Orgoth's premier support unit. They'll mostly act as empower bots for your jacks every turn until the enemy front line comes in close enough to tag them with dark shroud. Having pathfinder and unstoppable makes it really hard to stop them from putting up dark shroud or empower wherever they want. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Lack of stealth or any other defensive tech on single wound models with 14 def and 14 arm. While being a very strong support unit their tendency to want to play close can have them targeted and removed easily. == Synergy == <!-- Which models work well with this? --> * Warwitches are best friends to all of Orgoth's drag options. By using a proxy base to know where your drag model will be you can have a warwitch with dark shroud up in waiting. On a cheap claw harpoon tyrant this +2 can be enough to threaten a lot of enemy heavies. Add in redline and now you have a 12 pt tyrant that threatens to kill most enemy heavies from 17" away. == Tricks == <!-- dot point list of cool plays and combos--> * Taking the command card hit and run allows you to threaten dark shroud on enemy models within 14". This has been lovingly nicknamed the warwitch power slide. {{Orgoth Sea Raiders Footer}} c8eae9b8a44cb3840d17e480f7759977f0957619 721 720 2024-07-11T04:47:40Z 2601:285:4100:21E0:21B6:A88B:BA0B:A660 0 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The warwitch covens that accompany the Orgoth into battle are Nocturne initiates of the order trained in the Path of Shadows. They support their armies in the field, sowing dark magic and empowering the Orgoth warjacks with their hell-born power, reveling in their rise to power and their ability to command death and destruction. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Orgoth's premier support unit. They'll mostly act as empower bots for your jacks every turn until the enemy front line comes in close enough to tag them with dark shroud. Having pathfinder and unstoppable makes it really hard to stop them from putting up dark shroud or empower wherever they want. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Lack of stealth or any other defensive tech on single wound models with 14 def and 14 arm. While being a very strong support unit their tendency to want to play close can have them targeted and removed easily. Their dark shroud and empower abilities are star actions, not star attacks. This means your entire unit can't use these abilities if you declare a charge. So no getting cheeky extra distance for dark shroud. == Synergy == <!-- Which models work well with this? --> * Warwitches are best friends to all of Orgoth's drag options. By using a proxy base to know where your drag model will be you can have a warwitch with dark shroud up in waiting. On a cheap claw harpoon tyrant this +2 can be enough to threaten a lot of enemy heavies. Add in redline and now you have a 12 pt tyrant that threatens to kill most enemy heavies from 17" away. == Tricks == <!-- dot point list of cool plays and combos--> * Taking the command card hit and run allows you to threaten dark shroud on enemy models within 14". This has been lovingly nicknamed the warwitch power slide. {{Orgoth Sea Raiders Footer}} 4a613939195f0f70d75dfb84ddb23c9e76f518b1 722 721 2024-07-11T04:48:18Z 2601:285:4100:21E0:21B6:A88B:BA0B:A660 0 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The warwitch covens that accompany the Orgoth into battle are Nocturne initiates of the order trained in the Path of Shadows. They support their armies in the field, sowing dark magic and empowering the Orgoth warjacks with their hell-born power, reveling in their rise to power and their ability to command death and destruction. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Orgoth's premier support unit. They'll mostly act as empower bots for your jacks every turn until the enemy front line comes in close enough to tag them with dark shroud. Having pathfinder and unstoppable makes it really hard to stop them from putting up dark shroud or empower wherever they want. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Lack of stealth or any other defensive tech on single wound models with 14 def and 14 arm. While being a very strong support unit their tendency to want to play close can have them targeted and removed easily. *Their dark shroud and empower abilities are star actions, not star attacks. This means your entire unit can't use these abilities if you declare a charge. So no getting cheeky extra distance for dark shroud. == Synergy == <!-- Which models work well with this? --> * Warwitches are best friends to all of Orgoth's drag options. By using a proxy base to know where your drag model will be you can have a warwitch with dark shroud up in waiting. On a cheap claw harpoon tyrant this +2 can be enough to threaten a lot of enemy heavies. Add in redline and now you have a 12 pt tyrant that threatens to kill most enemy heavies from 17" away. == Tricks == <!-- dot point list of cool plays and combos--> * Taking the command card hit and run allows you to threaten dark shroud on enemy models within 14". This has been lovingly nicknamed the warwitch power slide. {{Orgoth Sea Raiders Footer}} b6eaf9b38b578890f506070c36e8b7fbd8397a7b 723 722 2024-07-11T04:49:40Z 2601:285:4100:21E0:21B6:A88B:BA0B:A660 0 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The warwitch covens that accompany the Orgoth into battle are Nocturne initiates of the order trained in the Path of Shadows. They support their armies in the field, sowing dark magic and empowering the Orgoth warjacks with their hell-born power, reveling in their rise to power and their ability to command death and destruction. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Orgoth's premier support unit. They'll mostly act as empower bots for your jacks every turn until the enemy front line comes in close enough to tag them with dark shroud. Having pathfinder and unstoppable makes it really hard to stop them from putting up dark shroud or empower wherever they want. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Lack of stealth or any other defensive tech on single wound models with def 14 and arm 14. While being a very strong support unit their tendency to want to play close can have them targeted and removed easily. *Their dark shroud and empower abilities are star actions, not star attacks. This means your entire unit can't use these abilities if you declare a charge. So no getting cheeky extra distance for dark shroud. == Synergy == <!-- Which models work well with this? --> * Warwitches are best friends to all of Orgoth's drag options. By using a proxy base to know where your drag model will be you can have a warwitch with dark shroud up in waiting. On a cheap claw harpoon tyrant this +2 can be enough to threaten a lot of enemy heavies. Add in redline and now you have a 12 pt tyrant that threatens to kill most enemy heavies from 17" away. == Tricks == <!-- dot point list of cool plays and combos--> * Taking the command card hit and run allows you to threaten dark shroud on enemy models within 14". This has been lovingly nicknamed the warwitch power slide. {{Orgoth Sea Raiders Footer}} 0317b4f7c0f7c01a5af56a82bb9967c17a3242c6 724 723 2024-07-11T04:51:07Z 2601:285:4100:21E0:21B6:A88B:BA0B:A660 0 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The warwitch covens that accompany the Orgoth into battle are Nocturne initiates of the order trained in the Path of Shadows. They support their armies in the field, sowing dark magic and empowering the Orgoth warjacks with their hell-born power, reveling in their rise to power and their ability to command death and destruction. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Warwitch Coven''' || <!--Spd--> 6 || <!--AAT-->5 || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Pathfinder''' <br> '''Unstoppable''' <br> '''Magic Ability''': Performing a Magic Ability special action or special attack count as casting a spell <br> *'''Deathly Power (*Action)''': This model gains Dark Shroud for one turn (while within 2" of a model with Dark Shroud, enemy models suffer -2 ARM <br> *'''Empower (*Action)''': RNG 6. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. <br> *'''Flesh Eater (*Attack)''': Flesh Eater is a RNG 8, POW 10 arcane attack. When Flesh Eater destroys an enemy warrior model, you can removed d3 damage points from a friendly model within 6" of this model. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Witch Blade|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * *Orgoth's premier support unit. They'll mostly act as empower bots for your jacks every turn until the enemy front line comes in close enough to tag them with dark shroud. Having pathfinder and unstoppable makes it really hard to stop them from putting up dark shroud or empower wherever they want. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Lack of stealth or any other defensive tech on single wound models with def 14 and arm 14. While being a very strong support unit their tendency to want to play close can have them targeted and removed easily. *Their dark shroud and empower abilities are star actions, not star attacks. This means your entire unit can't use these abilities if you declare a charge. So no getting cheeky extra distance for dark shroud. == Synergy == <!-- Which models work well with this? --> * Warwitches are best friends to all of Orgoth's drag options. By using a proxy base to know where your drag model will be you can have a warwitch with dark shroud up in waiting. On a cheap claw harpoon tyrant this +2 can be enough to threaten a lot of enemy heavies. Add in redline and now you have a 12 pt tyrant that threatens to kill most enemy heavies from 17" away. == Tricks == <!-- dot point list of cool plays and combos--> * Taking the command card hit and run allows you to threaten dark shroud on enemy models within 14". This has been lovingly nicknamed the warwitch power slide. {{Orgoth Sea Raiders Footer}} 587a6588f804dcd5f0911ca1a82550d4332917e2 Braghen Ragemonger 0 210 725 699 2024-07-11T05:46:20Z Nindokag 27 /* Recommended Rack choices */ wikitext text/x-wiki == Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Unstoppable''' * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' * '''Snacking''' - {{ Snacking }} ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fortify stacks well with Unyielding on your Deepborns. * Fury's Strength can go on Ragemonger himself for an assassination run, or the usual Marauder targets. * Tides of War cam make your clump of Deepborns more maneuverable. It lets them get out of each others’ way, or repo into contesting range of an objective. * Powder Keg - Feat makes a crit much more likely. (A roll of 1 and 6, or 6 and 1, or 1 and 1, are all crits). Feating, casting Powder Keg, boosting to hit, and using a reroll from Moriarty's Puppet Master if you fail, you have an 80% chance to crit on either the first try or the reroll. If you're trying this plan, you probably want the Arcane Forces card for the +5 range on the spell. == Roles and Strengths: == == Downsides: == == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. == List Design == === Recommended choices === Some people like to play 4x Quartermasters === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} b82cbc8ffd5c800f3f20752bedfb161c6bd46cb7 726 725 2024-07-11T05:52:51Z Nindokag 27 /* Recommended choices */ wikitext text/x-wiki == Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Unstoppable''' * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' * '''Snacking''' - {{ Snacking }} ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fortify stacks well with Unyielding on your Deepborns. * Fury's Strength can go on Ragemonger himself for an assassination run, or the usual Marauder targets. * Tides of War cam make your clump of Deepborns more maneuverable. It lets them get out of each others’ way, or repo into contesting range of an objective. * Powder Keg - Feat makes a crit much more likely. (A roll of 1 and 6, or 6 and 1, or 1 and 1, are all crits). Feating, casting Powder Keg, boosting to hit, and using a reroll from Moriarty's Puppet Master if you fail, you have an 80% chance to crit on either the first try or the reroll. If you're trying this plan, you probably want the Arcane Forces card for the +5 range on the spell. == Roles and Strengths: == == Downsides: == == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. == List Design == === Recommended choices === * Some high-armor Deepborns. He gives them all Unyielding which is a great armor buff that can't be ignored by Blessing or chain weapons. Maximize the armor skew by giving them Spearback fins and Shark Skull Gauntlets. A Cantankerous head, Spearback fin, Anchor, and Shark Skull Gauntlet is 15 points and it's ARM 23 in melee. You can take up to 4 of these. One of them can have Fortify to be ARM 25 in melee! * A shield-guard Reef Troll. An opponent probably avoids shooting at your battlegroup when you have tantrum up, and will shoot at your Marauders or Battle Brig instead - but if the Reef Troll is 3" behind them, guess what! The Reef Troll shield guards it, your battlegroup has been damaged, and now Tantrum triggers. This Reef Troll should have the Far Strike animus, so Ragemonger can cast it on himself for +3" harpoon skewer range. * Quartermaster-led Marauder units are among the best beneficiaries of Ragemonger’s feat. The quartermaster’s shotgun sprays roll a lot of dice. So do the marauders in its unit. Jump the Shark stacks with the Marauder's two mini-feats. Some people like to play 4x Quartermasters (the max FA). * Some kind of independent module that can move around the board outside of Ragemonger’s control range. Because of the 5" area of Tantrum, Ragemonger and his beasts tend to move around the board in a tight brick, which can make it hard to contest all the scenario zones. This is why you want an independent module - like Carver Ultimus and MMD47, or a Battle Brig, or both - to go fight for the distant objectives. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} fae497dcae0b9ecccf5250e2e69377e566462131 727 726 2024-07-11T05:55:12Z Nindokag 27 /* Tricks: */ wikitext text/x-wiki == Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Unstoppable''' * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' * '''Snacking''' - {{ Snacking }} ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fortify stacks well with Unyielding on your Deepborns. * Fury's Strength can go on Ragemonger himself for an assassination run, or the usual Marauder targets. * Tides of War cam make your clump of Deepborns more maneuverable. It lets them get out of each others’ way, or repo into contesting range of an objective. * Powder Keg - Feat makes a crit much more likely. (A roll of 1 and 6, or 6 and 1, or 1 and 1, are all crits). Feating, casting Powder Keg, boosting to hit, and using a reroll from Moriarty's Puppet Master if you fail, you have an 80% chance to crit on either the first try or the reroll. If you're trying this plan, you probably want the Arcane Forces card for the +5 range on the spell. == Roles and Strengths: == == Downsides: == == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. First turn: Have a Booty Boss put Sneak on Ragemonger. Then have Ragemonger cast Tantrum, Fortify, and Floodwaters (the deep dweller animus) and run forward. Then run your Deepborns to within 5” of him and your Shield Guard Reef Troll to within 3”. Ragemonger will be Stealth, the Deepborns will be DEF 14, and even if your opponent has a gun that can ignore stealth, you can Shield Guard it onto the Reef Troll and trigger Tantrum. You have a crazy assassination threat by 1. taking a Tantrum move with Ragemonger, 2. charging something, 3. Jumping the Shark, 4. casting Far Strike on yourself, 5. throwing the harpoon to drag an enemy leader, 6. Buying attacks with the rest of your fury. (Remember you don't have to actually do this to win a game; just the *threat* of doing this can sometimes scare your opponent into keeping their caster out of the fight.) Watch out - a shield guard or a Barrier near the enemy leader can ruin this plan. A Reef Troll with Harpoon can do a first drag to set up Ragemonger’s second drag. == List Design == === Recommended choices === * Some high-armor Deepborns. He gives them all Unyielding which is a great armor buff that can't be ignored by Blessing or chain weapons. Maximize the armor skew by giving them Spearback fins and Shark Skull Gauntlets. A Cantankerous head, Spearback fin, Anchor, and Shark Skull Gauntlet is 15 points and it's ARM 23 in melee. You can take up to 4 of these. One of them can have Fortify to be ARM 25 in melee! * A shield-guard Reef Troll. An opponent probably avoids shooting at your battlegroup when you have tantrum up, and will shoot at your Marauders or Battle Brig instead - but if the Reef Troll is 3" behind them, guess what! The Reef Troll shield guards it, your battlegroup has been damaged, and now Tantrum triggers. This Reef Troll should have the Far Strike animus, so Ragemonger can cast it on himself for +3" harpoon skewer range. * Quartermaster-led Marauder units are among the best beneficiaries of Ragemonger’s feat. The quartermaster’s shotgun sprays roll a lot of dice. So do the marauders in its unit. Jump the Shark stacks with the Marauder's two mini-feats. Some people like to play 4x Quartermasters (the max FA). * Some kind of independent module that can move around the board outside of Ragemonger’s control range. Because of the 5" area of Tantrum, Ragemonger and his beasts tend to move around the board in a tight brick, which can make it hard to contest all the scenario zones. This is why you want an independent module - like Carver Ultimus and MMD47, or a Battle Brig, or both - to go fight for the distant objectives. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 6b64a8c5ce7d8051f95d24986c4bde917c66e6b1 728 727 2024-07-11T05:57:39Z Nindokag 27 /* Downsides: */ wikitext text/x-wiki == Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Unstoppable''' * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' * '''Snacking''' - {{ Snacking }} ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fortify stacks well with Unyielding on your Deepborns. * Fury's Strength can go on Ragemonger himself for an assassination run, or the usual Marauder targets. * Tides of War cam make your clump of Deepborns more maneuverable. It lets them get out of each others’ way, or repo into contesting range of an objective. * Powder Keg - Feat makes a crit much more likely. (A roll of 1 and 6, or 6 and 1, or 1 and 1, are all crits). Feating, casting Powder Keg, boosting to hit, and using a reroll from Moriarty's Puppet Master if you fail, you have an 80% chance to crit on either the first try or the reroll. If you're trying this plan, you probably want the Arcane Forces card for the +5 range on the spell. == Roles and Strengths: == == Downsides: == Small control range. It’s easy to accidentally leave your marauders outside of control and unable to enjoy the benefits of feat. Tantrum has an even smaller range. An opponent can play around it, avoiding triggering it by only targeting things farther away. If you keep all your beasts in Tantrum range, they'll be pretty clustered together, reducing your scenario presence. The Skewer plan can be stopped by walls/barriers, shield guards, intervening models, etc. == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. First turn: Have a Booty Boss put Sneak on Ragemonger. Then have Ragemonger cast Tantrum, Fortify, and Floodwaters (the deep dweller animus) and run forward. Then run your Deepborns to within 5” of him and your Shield Guard Reef Troll to within 3”. Ragemonger will be Stealth, the Deepborns will be DEF 14, and even if your opponent has a gun that can ignore stealth, you can Shield Guard it onto the Reef Troll and trigger Tantrum. You have a crazy assassination threat by 1. taking a Tantrum move with Ragemonger, 2. charging something, 3. Jumping the Shark, 4. casting Far Strike on yourself, 5. throwing the harpoon to drag an enemy leader, 6. Buying attacks with the rest of your fury. (Remember you don't have to actually do this to win a game; just the *threat* of doing this can sometimes scare your opponent into keeping their caster out of the fight.) Watch out - a shield guard or a Barrier near the enemy leader can ruin this plan. A Reef Troll with Harpoon can do a first drag to set up Ragemonger’s second drag. == List Design == === Recommended choices === * Some high-armor Deepborns. He gives them all Unyielding which is a great armor buff that can't be ignored by Blessing or chain weapons. Maximize the armor skew by giving them Spearback fins and Shark Skull Gauntlets. A Cantankerous head, Spearback fin, Anchor, and Shark Skull Gauntlet is 15 points and it's ARM 23 in melee. You can take up to 4 of these. One of them can have Fortify to be ARM 25 in melee! * A shield-guard Reef Troll. An opponent probably avoids shooting at your battlegroup when you have tantrum up, and will shoot at your Marauders or Battle Brig instead - but if the Reef Troll is 3" behind them, guess what! The Reef Troll shield guards it, your battlegroup has been damaged, and now Tantrum triggers. This Reef Troll should have the Far Strike animus, so Ragemonger can cast it on himself for +3" harpoon skewer range. * Quartermaster-led Marauder units are among the best beneficiaries of Ragemonger’s feat. The quartermaster’s shotgun sprays roll a lot of dice. So do the marauders in its unit. Jump the Shark stacks with the Marauder's two mini-feats. Some people like to play 4x Quartermasters (the max FA). * Some kind of independent module that can move around the board outside of Ragemonger’s control range. Because of the 5" area of Tantrum, Ragemonger and his beasts tend to move around the board in a tight brick, which can make it hard to contest all the scenario zones. This is why you want an independent module - like Carver Ultimus and MMD47, or a Battle Brig, or both - to go fight for the distant objectives. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} ea3731bebf4e79f7e908cbc2012ac5e4d7f78015 729 728 2024-07-11T06:00:59Z Nindokag 27 /* Roles and Strengths: */ wikitext text/x-wiki == Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Unstoppable''' * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' * '''Snacking''' - {{ Snacking }} ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fortify stacks well with Unyielding on your Deepborns. * Fury's Strength can go on Ragemonger himself for an assassination run, or the usual Marauder targets. * Tides of War cam make your clump of Deepborns more maneuverable. It lets them get out of each others’ way, or repo into contesting range of an objective. * Powder Keg - Feat makes a crit much more likely. (A roll of 1 and 6, or 6 and 1, or 1 and 1, are all crits). Feating, casting Powder Keg, boosting to hit, and using a reroll from Moriarty's Puppet Master if you fail, you have an 80% chance to crit on either the first try or the reroll. If you're trying this plan, you probably want the Arcane Forces card for the +5 range on the spell. == Roles and Strengths: == Extremely good feat. Think of it as making all your dice extremely reliable on the turn you need them to be. For instance, you know you can never roll below a 4 on 2d6. So there are certain kinds of failure that just can't happen. At the same time, you'll get more dice spikes and critical hits than normal. Unyielding on all your beasts makes them very hard to kill. This is so good it's almost like a second feat, but you get it every turn. Finally, Ragemonger is always threatening a jump/charge/throw/drag assassination, so enemy casters have to play very carefully. == Downsides: == Small control range. It’s easy to accidentally leave your marauders outside of control and unable to enjoy the benefits of feat. Tantrum has an even smaller range. An opponent can play around it, avoiding triggering it by only targeting things farther away. If you keep all your beasts in Tantrum range, they'll be pretty clustered together, reducing your scenario presence. The Skewer plan can be stopped by walls/barriers, shield guards, intervening models, etc. == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. First turn: Have a Booty Boss put Sneak on Ragemonger. Then have Ragemonger cast Tantrum, Fortify, and Floodwaters (the deep dweller animus) and run forward. Then run your Deepborns to within 5” of him and your Shield Guard Reef Troll to within 3”. Ragemonger will be Stealth, the Deepborns will be DEF 14, and even if your opponent has a gun that can ignore stealth, you can Shield Guard it onto the Reef Troll and trigger Tantrum. You have a crazy assassination threat by 1. taking a Tantrum move with Ragemonger, 2. charging something, 3. Jumping the Shark, 4. casting Far Strike on yourself, 5. throwing the harpoon to drag an enemy leader, 6. Buying attacks with the rest of your fury. (Remember you don't have to actually do this to win a game; just the *threat* of doing this can sometimes scare your opponent into keeping their caster out of the fight.) Watch out - a shield guard or a Barrier near the enemy leader can ruin this plan. A Reef Troll with Harpoon can do a first drag to set up Ragemonger’s second drag. == List Design == === Recommended choices === * Some high-armor Deepborns. He gives them all Unyielding which is a great armor buff that can't be ignored by Blessing or chain weapons. Maximize the armor skew by giving them Spearback fins and Shark Skull Gauntlets. A Cantankerous head, Spearback fin, Anchor, and Shark Skull Gauntlet is 15 points and it's ARM 23 in melee. You can take up to 4 of these. One of them can have Fortify to be ARM 25 in melee! * A shield-guard Reef Troll. An opponent probably avoids shooting at your battlegroup when you have tantrum up, and will shoot at your Marauders or Battle Brig instead - but if the Reef Troll is 3" behind them, guess what! The Reef Troll shield guards it, your battlegroup has been damaged, and now Tantrum triggers. This Reef Troll should have the Far Strike animus, so Ragemonger can cast it on himself for +3" harpoon skewer range. * Quartermaster-led Marauder units are among the best beneficiaries of Ragemonger’s feat. The quartermaster’s shotgun sprays roll a lot of dice. So do the marauders in its unit. Jump the Shark stacks with the Marauder's two mini-feats. Some people like to play 4x Quartermasters (the max FA). * Some kind of independent module that can move around the board outside of Ragemonger’s control range. Because of the 5" area of Tantrum, Ragemonger and his beasts tend to move around the board in a tight brick, which can make it hard to contest all the scenario zones. This is why you want an independent module - like Carver Ultimus and MMD47, or a Battle Brig, or both - to go fight for the distant objectives. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 9647912566224059b5c9372926aed80d1784fe45 730 729 2024-07-11T06:02:21Z Nindokag 27 /* Tricks: */ wikitext text/x-wiki == Braghen Ragemonger == ''Flavor text goes here'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Unstoppable''' * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' * '''Snacking''' - {{ Snacking }} ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fortify stacks well with Unyielding on your Deepborns. * Fury's Strength can go on Ragemonger himself for an assassination run, or the usual Marauder targets. * Tides of War cam make your clump of Deepborns more maneuverable. It lets them get out of each others’ way, or repo into contesting range of an objective. * Powder Keg - Feat makes a crit much more likely. (A roll of 1 and 6, or 6 and 1, or 1 and 1, are all crits). Feating, casting Powder Keg, boosting to hit, and using a reroll from Moriarty's Puppet Master if you fail, you have an 80% chance to crit on either the first try or the reroll. If you're trying this plan, you probably want the Arcane Forces card for the +5 range on the spell. == Roles and Strengths: == Extremely good feat. Think of it as making all your dice extremely reliable on the turn you need them to be. For instance, you know you can never roll below a 4 on 2d6. So there are certain kinds of failure that just can't happen. At the same time, you'll get more dice spikes and critical hits than normal. Unyielding on all your beasts makes them very hard to kill. This is so good it's almost like a second feat, but you get it every turn. Finally, Ragemonger is always threatening a jump/charge/throw/drag assassination, so enemy casters have to play very carefully. == Downsides: == Small control range. It’s easy to accidentally leave your marauders outside of control and unable to enjoy the benefits of feat. Tantrum has an even smaller range. An opponent can play around it, avoiding triggering it by only targeting things farther away. If you keep all your beasts in Tantrum range, they'll be pretty clustered together, reducing your scenario presence. The Skewer plan can be stopped by walls/barriers, shield guards, intervening models, etc. == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. First turn: Have a Booty Boss put Sneak on Ragemonger. Then have Ragemonger cast Tantrum, Fortify, and Floodwaters (the deep dweller animus) and run forward. Then run your Deepborns to within 5” of him and your Shield Guard Reef Troll to within 3”. Ragemonger will be Stealth, the Deepborns will be DEF 14, and even if your opponent has a gun that can ignore stealth, you can Shield Guard it onto the Reef Troll and trigger Tantrum. You have a crazy assassination threat by 1. taking a Tantrum move with Ragemonger, 2. charging something, 3. Jumping the Shark, 4. casting Far Strike on yourself, 5. throwing the harpoon to drag an enemy leader, 6. Buying attacks with the rest of your fury. (Remember you don't have to actually do this to win a game; just the *threat* of doing this can sometimes scare your opponent into keeping their caster out of the fight.) Watch out - a shield guard or a Barrier near the enemy leader can ruin this plan. A Reef Troll with Harpoon can do a first drag to set up Ragemonger’s second drag. If you take Moriarty and rack Fury's Strength, then Moriarty can cast it on Ragemonger the turn you attempt an assassination. Or she can Puppet Master ragemonger. == List Design == === Recommended choices === * Some high-armor Deepborns. He gives them all Unyielding which is a great armor buff that can't be ignored by Blessing or chain weapons. Maximize the armor skew by giving them Spearback fins and Shark Skull Gauntlets. A Cantankerous head, Spearback fin, Anchor, and Shark Skull Gauntlet is 15 points and it's ARM 23 in melee. You can take up to 4 of these. One of them can have Fortify to be ARM 25 in melee! * A shield-guard Reef Troll. An opponent probably avoids shooting at your battlegroup when you have tantrum up, and will shoot at your Marauders or Battle Brig instead - but if the Reef Troll is 3" behind them, guess what! The Reef Troll shield guards it, your battlegroup has been damaged, and now Tantrum triggers. This Reef Troll should have the Far Strike animus, so Ragemonger can cast it on himself for +3" harpoon skewer range. * Quartermaster-led Marauder units are among the best beneficiaries of Ragemonger’s feat. The quartermaster’s shotgun sprays roll a lot of dice. So do the marauders in its unit. Jump the Shark stacks with the Marauder's two mini-feats. Some people like to play 4x Quartermasters (the max FA). * Some kind of independent module that can move around the board outside of Ragemonger’s control range. Because of the 5" area of Tantrum, Ragemonger and his beasts tend to move around the board in a tight brick, which can make it hard to contest all the scenario zones. This is why you want an independent module - like Carver Ultimus and MMD47, or a Battle Brig, or both - to go fight for the distant objectives. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 58417eaabd19bed2d1bc081b5f8effe7acfad748 731 730 2024-07-11T06:35:49Z Gedditoffme 2 wikitext text/x-wiki == Braghen Ragemonger == ''A cunning warlock, rootless wanderer, and notorious trollkin pirate of exceptional appetites, Braghen Ragemonger arrived in Alchiere before even the foundation of the Southern Kriels. Seemingly unable to stay in any place for long, he claims he must move constantly to survive like the great sharks with whom he has established a strange kinship.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Unstoppable''' * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' * '''Snacking''' - {{ Snacking }} ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fortify stacks well with Unyielding on your Deepborns. * Fury's Strength can go on Ragemonger himself for an assassination run, or the usual Marauder targets. * Tides of War cam make your clump of Deepborns more maneuverable. It lets them get out of each others’ way, or repo into contesting range of an objective. * Powder Keg - Feat makes a crit much more likely. (A roll of 1 and 6, or 6 and 1, or 1 and 1, are all crits). Feating, casting Powder Keg, boosting to hit, and using a reroll from Moriarty's Puppet Master if you fail, you have an 80% chance to crit on either the first try or the reroll. If you're trying this plan, you probably want the Arcane Forces card for the +5 range on the spell. == Roles and Strengths: == Extremely good feat. Think of it as making all your dice extremely reliable on the turn you need them to be. For instance, you know you can never roll below a 4 on 2d6. So there are certain kinds of failure that just can't happen. At the same time, you'll get more dice spikes and critical hits than normal. Unyielding on all your beasts makes them very hard to kill. This is so good it's almost like a second feat, but you get it every turn. Finally, Ragemonger is always threatening a jump/charge/throw/drag assassination, so enemy casters have to play very carefully. == Downsides: == Small control range. It’s easy to accidentally leave your marauders outside of control and unable to enjoy the benefits of feat. Tantrum has an even smaller range. An opponent can play around it, avoiding triggering it by only targeting things farther away. If you keep all your beasts in Tantrum range, they'll be pretty clustered together, reducing your scenario presence. The Skewer plan can be stopped by walls/barriers, shield guards, intervening models, etc. == Tricks: == I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3+4. First turn: Have a Booty Boss put Sneak on Ragemonger. Then have Ragemonger cast Tantrum, Fortify, and Floodwaters (the deep dweller animus) and run forward. Then run your Deepborns to within 5” of him and your Shield Guard Reef Troll to within 3”. Ragemonger will be Stealth, the Deepborns will be DEF 14, and even if your opponent has a gun that can ignore stealth, you can Shield Guard it onto the Reef Troll and trigger Tantrum. You have a crazy assassination threat by 1. taking a Tantrum move with Ragemonger, 2. charging something, 3. Jumping the Shark, 4. casting Far Strike on yourself, 5. throwing the harpoon to drag an enemy leader, 6. Buying attacks with the rest of your fury. (Remember you don't have to actually do this to win a game; just the *threat* of doing this can sometimes scare your opponent into keeping their caster out of the fight.) Watch out - a shield guard or a Barrier near the enemy leader can ruin this plan. A Reef Troll with Harpoon can do a first drag to set up Ragemonger’s second drag. If you take Moriarty and rack Fury's Strength, then Moriarty can cast it on Ragemonger the turn you attempt an assassination. Or she can Puppet Master ragemonger. == List Design == === Recommended choices === * Some high-armor Deepborns. He gives them all Unyielding which is a great armor buff that can't be ignored by Blessing or chain weapons. Maximize the armor skew by giving them Spearback fins and Shark Skull Gauntlets. A Cantankerous head, Spearback fin, Anchor, and Shark Skull Gauntlet is 15 points and it's ARM 23 in melee. You can take up to 4 of these. One of them can have Fortify to be ARM 25 in melee! * A shield-guard Reef Troll. An opponent probably avoids shooting at your battlegroup when you have tantrum up, and will shoot at your Marauders or Battle Brig instead - but if the Reef Troll is 3" behind them, guess what! The Reef Troll shield guards it, your battlegroup has been damaged, and now Tantrum triggers. This Reef Troll should have the Far Strike animus, so Ragemonger can cast it on himself for +3" harpoon skewer range. * Quartermaster-led Marauder units are among the best beneficiaries of Ragemonger’s feat. The quartermaster’s shotgun sprays roll a lot of dice. So do the marauders in its unit. Jump the Shark stacks with the Marauder's two mini-feats. Some people like to play 4x Quartermasters (the max FA). * Some kind of independent module that can move around the board outside of Ragemonger’s control range. Because of the 5" area of Tantrum, Ragemonger and his beasts tend to move around the board in a tight brick, which can make it hard to contest all the scenario zones. This is why you want an independent module - like Carver Ultimus and MMD47, or a Battle Brig, or both - to go fight for the distant objectives. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 66e4a47b6b8ab9e4b9a79c6b9cd642b63246db7c File:Pikemen.webp 6 227 733 2024-07-11T06:50:22Z Gedditoffme 2 wikitext text/x-wiki Shock Trooper Pikemen e48346f01774ffedd17985bf7f8d0ebea4be9625 Shock Trooper Pikemen 0 228 734 2024-07-11T07:07:39Z Gedditoffme 2 Created page with "= Shock Trooper Pikemen= <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Pikemen.webp|thumb|right]] ''Clad in hardened Shock Trooper armor, the Pikemen are Khador’s elite warjack hunters. True inheritors of the indomitable Khadoran spirit and the ancient traditions of the Motherland’s Iron Fang ’jack hunters, the Shock Trooper Pikemen take to the battlefield armed with only their heavy blasting pikes and reinforced shields...." wikitext text/x-wiki = Shock Trooper Pikemen= <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Pikemen.webp|thumb|right]] ''Clad in hardened Shock Trooper armor, the Pikemen are Khador’s elite warjack hunters. True inheritors of the indomitable Khadoran spirit and the ancient traditions of the Motherland’s Iron Fang ’jack hunters, the Shock Trooper Pikemen take to the battlefield armed with only their heavy blasting pikes and reinforced shields. Through sheer skill, determination, and an iron will, they bring their volatile weapons to bear against any foe willing to stand against them.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Shock Trooper Pikemen''' || 5 || - || 7 || - || 12 || 16 || 5 |} 3 models for 7pts ===Abilities:=== *'''Shield Wall''' While this model is B2B with one or more models in its unit, it gains +2 ARM and cannot be knocked down. *'''Resistance: Fire''' *'''Resistance: Cold''' *'''Resistance: Blast''' ===Weapons=== {{Melee Weapon|<!--Name-->Blasting Pike|<!--MAT-->7|<!--RNG-->2|<!--POW-->15|'''Critical Armor-Piercing''': on a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit.}} {{Melee Weapon|<!--Name-->Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->10|}} == Role and strengths == Winter Korps’ elite melee unit: I hesitate to call them a glass cannon, but they are somewhat vulnerable for their points. You bring them if you can protect them and really want to live the dream of a pow15 critical Armor-Piercing. * The rules on Blasting Pike say it all really - POW15 is already a very solid hit, a charge will do good damage anything in the game. A Critical will half kill a heavy. * Shield Wall gets them to Arm18 when b2b, which is getting to levels where your opponent needs to commit something worthwhile to killing them. * They come with resistances, blast resistance in particular ups their resilience. == Downsides == * Predictable threat range, and vulnerable to opposing warjacks or melee specialists that can manage to attack first. For these reasons - Pikemen tend to be played second wave - waiting behind a front line of man-o-war or warjacks, let the opponent's heavies engage the wall of steel, then the Pikemen spring forward and counterattack. This keeps them protected, and free up any survivors on the front line. == Synergy == * [[Baranova]]’s feat is useful to deliver them, and her Invocations ability can help them to hit * [[Sikora]]'s positive charge and unyielding are another solid buff, and they play well as a second line to [[Man-o-war Wrecking Crew]] * [[Kovoskiy]] gives Dash, and her feat gives cleave and overtake. Cleave in particular helps, as another swing of the Blasting Pike is one of the best value melee attacks in faction. * [[Winter Korps Officer]] can give them set defence and pathfinder. Set Defence can increase their def to 14 against charges, which is starting to get to a difficult level to deal with. == Tricks == * [[Kovoskiy]] can give Battle Lust to let crit gamblers really live the dream: a POW15 Armor Piercing charge with 4 damage dice. {{Winter Korps Footer}} 6fe7f26e1a35bf8afe7b25e2b495784b774f70d5 Kovoskiy 0 229 735 2024-07-11T07:08:10Z Gedditoffme 2 Redirected page to [[Kapitan Yana Kovoskiy]] wikitext text/x-wiki #REDIRECT [[Kapitan Yana Kovoskiy]] fba9215abe172830db3c2e02f9037626793d4e79 Man-O-War Suppressors 0 155 736 512 2024-07-11T07:42:12Z Gedditoffme 2 wikitext text/x-wiki = Man-o-War Suppressors = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> <!-- Flavour text from official selling points --> ''The skilled engineers of the Khadoran Mechaniks Assembly have tirelessly sought for generations to continuously refine the Man-O-War armor that is undoubtedly one of their finest accomplishments. Over time, the great suits of steam-powered armor that grant a lone operator the strength and resilience of a dozen soldiers have become safer, simpler, and more efficient. The newest generation of this technology exemplifies the citizen-hero philosophy of the Winter Korps, providing a weapon platform simple enough for any soldier to operate and yet amongst the most powerful yet devised. The Man-O-War Suppressor armor features a pair of rapid fire Hailstorm Cannons capable of unleashing withering fire on any enemy while providing unrivaled protection to its operator.'' [[File:Suppressors.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Man-O-War Suppressors''' || <!--Spd--> 4 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 10 || <!--Arm--> 19 || <!--HP--> 10 |} ===Abilities:=== * '''Unstoppable''' * '''Blast Resistance''' * '''Dual Attack''' * '''Bulldoze''' * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model *'''Sturdy''' This model cannot be pushed *'''Steady''' This model cannot become knocked down ===Weapons=== {{Ranged Weapon|<!--Name-->Hailer Cannons |<!--RAT-->5|<!--Rng-->10|<!--ROF-->1D3+1|<!--AOE-->-|<!--POW-->12| *'''Pistol''' *'''Volume Fire: ''' Gain +1 to attack and damage rolls with this weapon against medium-based models and +2 to attack and damage rolls against larger-based models}} {{Melee Weapon|<!--Name-->Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Suppressors are a solid, high-rof elite gun platform that can match up reliably against most targets. <!-- How do they do it, what do they excel at?--> * Their preferred targets are low-arm heavies - at an arm18 large base, the guns are pow14. If you always roll average and keep hitting, you can do 27 damage with a 3 man unit - effectively killing the target. Any change to arm from there can have a huge impact, due to low damage per shot but such high rof. * They are also very good against cavalry - as long as they hit. The same math as heavies applies, but cav are typically lower arm and only 5-8hp, and usually higher value per box than a heavy. * against mass infantry, their higher rof can work, but they struggle to hit more. * bulldoze, steady and sturdy combined with high arm and boxes means they can bully objectives, nudge opponents away and dare them to kill the Suppressors. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * At Rat 5 for a premium ranged unit, they can struggle to hit targets. Volume fire helps, but against smaller based models or higher def you might need some help. * They can struggle against magical anti shooting effects. Distraction, powder keg or similar spells can deny them shooting at all. Range reductions, stealth and the like can also hurt, since they are only rng10 to start. * Slow models at spd 4 and rng10. Their threat range is still decent: about 18" including placing 2 models 2" forwards, but they can take a while to get to objectives. * Similar to their upsides: any arm buffs on the target cause a huge reduction in output. If arm 18 means you do 3 damage a hit and can basically kill a heavy, arm 20 drops it to 1 damage a hit. == Synergy == <!-- Which models work well with this? --> * [[Winter Korps Snipers]] Dog with Mark Target helps them hit a lot more reliably against infantry and high-def targets. * [[Savaryn]] does magical things: Kill Order disproportionately increases their damage: giving them plus 2 to every damage roll. His feat ignores most defensive effects: cover and any arm buffs are huge. * Other help hitting, including [[Baranova]]'s Invocations of Wrath, [[Sikora]]'s feat. [[Great Bear]]'s guns including Deep Freezer or Heavy Cannon can also apply knockdown or stationary to make suppressors hit nearly every time. * Against beasts or cavalry, [[Krueger3]] can spread -1 arm if he can get within 5" of the living target. * Can also increase their resilience, with Iron Flesh on the rack to make them arm21, [[Sikora]]'s feat giving unyielding, and [[Krol]] giving Tough. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Winter Korps Officer]] can give them Swift hunter, letting them move 2" after killing something. With a hit buff and target rich environment (against an infantry swarm), they can use these moves to surf up to 8". * With blessed (eg [[Savaryn]]'s feat) pretty effective at damaging [[Carver Ultimus]] War Boar: likely killing if they can get kill order too, or [[Krueger3]]. * Due to dual attack and pistol, if you're going all in on a heavy target, there's not much downside to charging to get an extra boosted pow10 melee attack (Bash). From there you can use your Hailer Cannons against that target with no downsides, although you can't shoot out of combat at other targets. {{Winter Korps Footer}} e676af0a467c34b79f03e80510b7bf27ee5e3fe9 Man-O-War Wrecking Crew 0 230 737 2024-07-11T07:52:46Z Gedditoffme 2 Created page with "= Man-o-War Wrecking Crew= <span style="font-size: 1.2em;">'''[[Khador]] [[Annihlator Cadre]] [[Unit]]'''</span> <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''..." wikitext text/x-wiki = Man-o-War Wrecking Crew= <span style="font-size: 1.2em;">'''[[Khador]] [[Annihlator Cadre]] [[Unit]]'''</span> <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Man-O-War Wrecking Crew''' || <!--Spd--> 4 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 10 || <!--Arm--> 19 || <!--HP--> 10 |} 3 models for 10pts ===Abilities:=== * '''Unstoppable''' * '''Blast Resistance''' * '''Bulldoze''' * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model *'''Sturdy''' This model cannot be pushed *'''Steady''' This model cannot become knocked down *'''Vengeance''' During your Maintenance Phase, if one or more models in this unit were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack. ===Weapons=== {{Melee Weapon|<!--Name-->Battle Saw|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Critical Shred''': On a critical hit with this weapon during this model's combat action, after the attack is resolved this model can make one additional attack with this weapon against the model hit.}} {{Melee Weapon|<!--Name-->Ram Piston|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Critical Smite''': On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the POW of this weapon. * Buckler (+1 Arm)}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Wrecking Crew are a chunky roadblock that also have some big melee attacks. <!-- How do they do it, what do they excel at?--> * With their bucklers, they are arm20 with 10 boxes each. For taking up space and daring opponents to kill them, they are some of the best value models in the game. * Bulldoze, steady and sturdy add to the difficulty dealing with them: as opponents generally need to destroy them (or slam, throw if they can) * Pow14 is getting good, but 2 attacks and their crits means they take damage buffs really well. Look for Puissance and stack with caster's effects like [[Savaryn]]'s Kill Order or [[Sikora]]'s Positive Charge to get to POW18. * Vengeance gets them closer if they were damaged, or an extra attack if they are already in the thick of things. * Can be vulnerable to AOE control effects such as Powder Keg, AOE Crit Pitch (eg on [[Mule]]. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Base SPD4 can be a challenge to get them engaged - with a charging threat range of only 8" or 11" with vengeance, and only a few ways to increase this. * Vengeance is their main threat increaser, but your opponents don't have much reason to try to hurt Man-o-war unless they can really kill them. And they're not going to accidentally damage with blasts either. == Synergy == <!-- Which models work well with this? --> * [[Sikora]]'s positive charge and unyielding are another solid buff - getting them to arm 24 with Iron Flesh on feat. Desperate Pace is also a solid way to increase their spd by 2". * [[Kovoskiy]] gives Dash, and her feat gives cleave and overtake. Battle Lust works too - giving them even harder hitting melee attacks. * Against beasts or cavalry, [[Krueger3]] can spread -1 arm if he can get within 5" of the living target, and give the Wrecking Crew +1MAT too. Although in this case he also gives the Man o War -1 ARM. * Take resilience buffs well, with Iron Flesh on the rack to make them arm22, [[Sikora]]'s feat giving unyielding (arm24), and [[Krol]] giving Tough. == Tricks == <!-- dot point list of cool plays and combos--> * If you charge a heavy target, Place the wrecking crew on opposite sides, so a crit smite will slam the target into a Man-o-war, keeping them engaged and giving an extra die of damage. Your buddy won't get knocked down either due to sturdy. * Give them shield guard from [[Savaryn]]'s battle plans or [[High Alert]] Command Card. They can protect another target from a mid-high power shot and also trigger Vengeance. Surprise! {{Winter Korps Footer}} 5cccb0820b2fb83a25d19e0a97424cef7eb9d812 738 737 2024-07-11T07:54:32Z Gedditoffme 2 /* Synergy */ wikitext text/x-wiki = Man-o-War Wrecking Crew= <span style="font-size: 1.2em;">'''[[Khador]] [[Annihlator Cadre]] [[Unit]]'''</span> <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Man-O-War Wrecking Crew''' || <!--Spd--> 4 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 10 || <!--Arm--> 19 || <!--HP--> 10 |} 3 models for 10pts ===Abilities:=== * '''Unstoppable''' * '''Blast Resistance''' * '''Bulldoze''' * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model *'''Sturdy''' This model cannot be pushed *'''Steady''' This model cannot become knocked down *'''Vengeance''' During your Maintenance Phase, if one or more models in this unit were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack. ===Weapons=== {{Melee Weapon|<!--Name-->Battle Saw|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Critical Shred''': On a critical hit with this weapon during this model's combat action, after the attack is resolved this model can make one additional attack with this weapon against the model hit.}} {{Melee Weapon|<!--Name-->Ram Piston|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Critical Smite''': On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the POW of this weapon. * Buckler (+1 Arm)}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Wrecking Crew are a chunky roadblock that also have some big melee attacks. <!-- How do they do it, what do they excel at?--> * With their bucklers, they are arm20 with 10 boxes each. For taking up space and daring opponents to kill them, they are some of the best value models in the game. * Bulldoze, steady and sturdy add to the difficulty dealing with them: as opponents generally need to destroy them (or slam, throw if they can) * Pow14 is getting good, but 2 attacks and their crits means they take damage buffs really well. Look for Puissance and stack with caster's effects like [[Savaryn]]'s Kill Order or [[Sikora]]'s Positive Charge to get to POW18. * Vengeance gets them closer if they were damaged, or an extra attack if they are already in the thick of things. * Can be vulnerable to AOE control effects such as Powder Keg, AOE Crit Pitch (eg on [[Mule]]. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Base SPD4 can be a challenge to get them engaged - with a charging threat range of only 8" or 11" with vengeance, and only a few ways to increase this. * Vengeance is their main threat increaser, but your opponents don't have much reason to try to hurt Man-o-war unless they can really kill them. And they're not going to accidentally damage with blasts either. == Synergy == <!-- Which models work well with this? --> * [[Sikora]]'s positive charge and unyielding are another solid buff - getting them to arm 24 with Iron Flesh on feat. Desperate Pace increases their spd by 2", starting to get to a more 'average' 10" charging threat range. * [[Kovoskiy]] gives Dash, and her feat gives cleave and overtake. Battle Lust works too - giving them even harder hitting melee attacks. * Against beasts or cavalry, [[Krueger3]] can spread -1 arm if he can get within 5" of the living target, and give the Wrecking Crew +1MAT too. Although in this case he also gives the Man o War -1 ARM. * Take resilience buffs well, with Iron Flesh on the rack to make them arm22, [[Sikora]]'s feat giving unyielding (arm24), and [[Krol]] giving Tough. == Tricks == <!-- dot point list of cool plays and combos--> * If you charge a heavy target, Place the wrecking crew on opposite sides, so a crit smite will slam the target into a Man-o-war, keeping them engaged and giving an extra die of damage. Your buddy won't get knocked down either due to sturdy. * Give them shield guard from [[Savaryn]]'s battle plans or [[High Alert]] Command Card. They can protect another target from a mid-high power shot and also trigger Vengeance. Surprise! {{Winter Korps Footer}} 13c6a1c9bd754e4f0c7f3db3b3d633303251b854 Horruskh, The Thousand Wraths 0 73 739 440 2024-07-11T13:39:29Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Tricks: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheap tarpit on his feat turn you'll have to bring true inspiration. == Tricks: == <!-- dot point list of cool plays and combos--> * Since Horruskh's Fate Blessed reroll is a different name as the [[Reaver Commander]]'s Combat Coordination battle plan granting a reroll, these can be stacked giving a model up to 3 tries. * Feat has a nice synergy with [[Rhok Harrier]]s where it allows them to surround a target and throw large or smaller bases into each themselves. Normally giving your Rhoks a pow 12 and knockdown would be terrible, but at arm 19 and steady you mostly risk chip dmg with only double 6s actually killing a rhok. On the charge this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus will not apply to the collateral dmg roll against your own Rhok. This also applies to silence of death as it only buffs attack damage rolls, not collateral, letting you get up to pow 16s with 4 dice and only a pow 12 2 dice against your own rhok. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} b8c8d24f326aeb61ae4933f4d211e8f158723ce4 740 739 2024-07-11T13:40:02Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Tricks: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheap tarpit on his feat turn you'll have to bring true inspiration. == Tricks: == <!-- dot point list of cool plays and combos--> * Since Horruskh's Fate Blessed reroll is a different name as the [[Reaver Commander]]'s Combat Coordination battle plan granting a reroll, these can be stacked giving a model up to 3 tries. * Feat has a nice synergy with [[Rhok Harriers]] where it allows them to surround a target and throw large or smaller bases into each themselves. Normally giving your Rhoks a pow 12 and knockdown would be terrible, but at arm 19 and steady you mostly risk chip dmg with only double 6s actually killing a rhok. On the charge this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus will not apply to the collateral dmg roll against your own Rhok. This also applies to silence of death as it only buffs attack damage rolls, not collateral, letting you get up to pow 16s with 4 dice and only a pow 12 2 dice against your own rhok. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} ba377fc91ea28c8011b5ae24bb456a04ddee992d 741 740 2024-07-11T13:41:45Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Tricks: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheap tarpit on his feat turn you'll have to bring true inspiration. == Tricks: == <!-- dot point list of cool plays and combos--> * Since Horruskh's Fate Blessed reroll is a different name as the [[Reaver Commander]]'s Combat Coordination battle plan granting a reroll, these can be stacked giving a model up to 3 tries. * Feat has a nice synergy with Rhoks allowing them to perform the triangle of death. (See [[Rhok Harriers]]) == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} ac747e48752eb806e4685223a2b5c2071e15bb42 Rhok Harriers 0 65 742 364 2024-07-11T13:50:57Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in th melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually killing a rhok (use fate blessed to reroll this if you actually roll a 12). On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[silence of death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 2947c36efeb3b4e914512cc1c62be649a4f36787 743 742 2024-07-11T13:56:38Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in th melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[silence of death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually killing a rhok (use fate blessed to reroll this if you actually roll a 12). On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[silence of death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 4c8589e85777e954fb06d467daba64d835e5c555 744 743 2024-07-11T13:58:24Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in th melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for {{Silence of Death}}. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually killing a rhok (use fate blessed to reroll this if you actually roll a 12). On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[silence of death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} fd30bbff5ec93ab1b98e284661a39e506e1eb7a4 745 744 2024-07-11T13:58:53Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in th melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually killing a rhok (use fate blessed to reroll this if you actually roll a 12). On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[silence of death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} d6e1d6b31cea73b1fcab113362479304b0786585 747 745 2024-07-11T14:00:20Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Abilities: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually killing a rhok (use fate blessed to reroll this if you actually roll a 12). On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[silence of death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 7f978cc1b4337087d7c850d80e737752228665b6 748 747 2024-07-11T14:02:42Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Tricks */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually killing a rhok (use fate blessed to reroll this if you actually roll a 12). On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[silence of death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> *Try taking advantage of thier repo to move them B2B with other enemy models to apply the -1 def debuff for the rest of your army. {{Orgoth Sea Raiders Footer}} e8e3737bd0df97dd3ccf527dd37aaa3cda87e0f9 749 748 2024-07-11T14:03:00Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Tricks */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually killing a rhok (use fate blessed to reroll this if you actually roll a 12). On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[silence of death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> *Try taking advantage of their repo to move them B2B with other enemy models to apply the -1 def debuff for the rest of your army. {{Orgoth Sea Raiders Footer}} 686feffc2034d80b4718a43793bccf002f76fa24 750 749 2024-07-11T14:04:33Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually killing a rhok (use fate blessed to reroll this if you actually roll a 12). On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[Silence of Death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> *Try taking advantage of their repo to move them B2B with other enemy models to apply the -1 def debuff for the rest of your army. {{Orgoth Sea Raiders Footer}} 41a26e0e967214ec885f57768def8ef1183e7117 Silence of Death 0 231 746 2024-07-11T13:59:18Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 Created page with "{{Silence of Death}}" wikitext text/x-wiki {{Silence of Death}} 981d6668deccafcd3659c558e51ff23ffea6781e Rhok Harriers 0 65 751 750 2024-07-11T14:07:50Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually kills a Rhok (use fate blessed to reroll this if you actually roll a 12). On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[Silence of Death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> *Try taking advantage of their repo to move them B2B with other enemy models to apply the -1 def debuff for the rest of your army. {{Orgoth Sea Raiders Footer}} 4befb6958206128df3726304a03369ae8ebc5d89 752 751 2024-07-11T14:17:38Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however, you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually kills a Rhok (use fate blessed to reroll this if you actually roll a 12). On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[Silence of Death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> *Try taking advantage of their repo to move them B2B with other enemy models to apply the -1 def debuff for the rest of your army. {{Orgoth Sea Raiders Footer}} 1ee6b343099ea9524a6aca875263eeb7ea8d930c 753 752 2024-07-11T14:18:00Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With [[Horruskh]] feat however, you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually kills a Rhok (use fate blessed to reroll this if you actually roll a 12). On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[Silence of Death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> *Try taking advantage of their repo to move them B2B with other enemy models to apply the -1 def debuff for the rest of your army. {{Orgoth Sea Raiders Footer}} cfb746c3bec001311e17b86417975a8d082cf75c 754 753 2024-07-11T14:19:28Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however, you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually kills a Rhok (use fate blessed to reroll this if you actually roll a 12). On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[Silence of Death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> *Try taking advantage of their repo to move them B2B with other enemy models to apply the -1 def debuff for the rest of your army. {{Orgoth Sea Raiders Footer}} 1ee6b343099ea9524a6aca875263eeb7ea8d930c 757 754 2024-07-11T14:34:14Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however, you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually kills a Rhok. On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[Silence of Death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. == Tricks == <!-- dot point list of cool plays and combos--> *Try taking advantage of their repo to move them B2B with other enemy models to apply the -1 def debuff for the rest of your army. {{Orgoth Sea Raiders Footer}} 7c5cb575610c934592e971205c0a61320f64ae9a Horruskh, The Thousand Wraths 0 73 755 741 2024-07-11T14:28:25Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Downsides: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheap tarpit on his feat turn you'll have to bring true inspiration. == Tricks: == <!-- dot point list of cool plays and combos--> * Since Horruskh's Fate Blessed reroll is a different name as the [[Reaver Commander]]'s Combat Coordination battle plan granting a reroll, these can be stacked giving a model up to 3 tries. * Feat has a nice synergy with Rhoks allowing them to perform the triangle of death. (See [[Rhok Harriers]]) == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 97a28e32e2ae8bfb3782d930f3a7215bfbcce5c5 756 755 2024-07-11T14:29:12Z 2607:FB90:6D0C:372:E156:ED32:F470:DB75 0 /* Downsides: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This makes his counter punch particularly potent. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheaper tarpit on his feat turn you'll have to bring true inspiration. == Tricks: == <!-- dot point list of cool plays and combos--> * Since Horruskh's Fate Blessed reroll is a different name as the [[Reaver Commander]]'s Combat Coordination battle plan granting a reroll, these can be stacked giving a model up to 3 tries. * Feat has a nice synergy with Rhoks allowing them to perform the triangle of death. (See [[Rhok Harriers]]) == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 69a0cb3c17e09397d9106042855eb0aef6e3712a Morayne, The Blade of Twilight 0 232 758 2024-07-11T14:54:51Z Cas de Winter 25 Created page with "== == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 9 || <!--AAT--> 7|| <!--M..." wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 9 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Funeral rites''': <br> {{Prowl}} <br> {{Reposition}} '''3"''' ===Weapons=== {{Melee Weapon|Talon-Scythe|7|2|15|*'''Magical *'''Critical Grievous Wounds''': }} {{Melee Weapon|Antlers|7|1|13|*'''Critical Pitch''': }} {{Ranged Weapon|Antlers|6|1|12|-|12|*'''Pistol''' *'''Magical''': }} === Feat: Shadow Initiative === === Spells === <!--Try to set templates for the spells, list them out--> {{Fog of War}} {{Mortality}} {{Spirit Door}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> *Synergises well with all of the cadre infantry due to Prowl/Fog of War and Funeral rites === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Dusk House Kallyss Footer}} 083ae6f764bd294cca5898f11667cffa5cc77bc9 759 758 2024-07-11T14:58:26Z Cas de Winter 25 /* Abilities: */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 9 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Funeral rites''': <br> {{Prowl}} <br> '''Reposition 3":'''{{Reposition}} ===Weapons=== {{Melee Weapon|Talon-Scythe|7|2|15|*'''Magical *'''Critical Grievous Wounds''': }} {{Melee Weapon|Antlers|7|1|13|*'''Critical Pitch''': }} {{Ranged Weapon|Antlers|6|1|12|-|12|*'''Pistol''' *'''Magical''': }} === Feat: Shadow Initiative === === Spells === <!--Try to set templates for the spells, list them out--> {{Fog of War}} {{Mortality}} {{Spirit Door}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> *Synergises well with all of the cadre infantry due to Prowl/Fog of War and Funeral rites === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Dusk House Kallyss Footer}} 7f2c69790a3b2348d03e00c026fe78b86addaf1d 761 759 2024-07-11T15:00:28Z Cas de Winter 25 /* Abilities: */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 9 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Funeral rites''': <br> {{Prowl}} <br> '''Reposition 3": ''' {{Reposition}} ===Weapons=== {{Melee Weapon|Talon-Scythe|7|2|15|*'''Magical *'''Critical Grievous Wounds''': }} {{Melee Weapon|Antlers|7|1|13|*'''Critical Pitch''': }} {{Ranged Weapon|Antlers|6|1|12|-|12|*'''Pistol''' *'''Magical''': }} === Feat: Shadow Initiative === === Spells === <!--Try to set templates for the spells, list them out--> {{Fog of War}} {{Mortality}} {{Spirit Door}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> *Synergises well with all of the cadre infantry due to Prowl/Fog of War and Funeral rites === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Dusk House Kallyss Footer}} ee2d84421a6567035a273e3cccfb76bd67cb9daa 767 761 2024-07-11T15:14:29Z Cas de Winter 25 /* Recommended choices */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 9 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Funeral rites''': <br> {{Prowl}} <br> '''Reposition 3": ''' {{Reposition}} ===Weapons=== {{Melee Weapon|Talon-Scythe|7|2|15|*'''Magical *'''Critical Grievous Wounds''': }} {{Melee Weapon|Antlers|7|1|13|*'''Critical Pitch''': }} {{Ranged Weapon|Antlers|6|1|12|-|12|*'''Pistol''' *'''Magical''': }} === Feat: Shadow Initiative === === Spells === <!--Try to set templates for the spells, list them out--> {{Fog of War}} {{Mortality}} {{Spirit Door}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> *Synergises well with all of the Ghosts of Ios cadre infantry due to Prowl/Fog of War and Funeral rites === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Dusk House Kallyss Footer}} 3fa19b9195b68ab62aa21aa8ca0123e13939d8b4 768 767 2024-07-11T15:16:12Z Cas de Winter 25 /* Abilities: */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 9 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Funeral rites''': Once per turn when a friendly living Ghosts of Ios model is destroyed while within Moraynes control range, immediately after the attack is resolved Morayne can cast a spell without spending focus.<br> {{Prowl}} <br> '''Reposition 3": ''' {{Reposition}} ===Weapons=== {{Melee Weapon|Talon-Scythe|7|2|15|*'''Magical *'''Critical Grievous Wounds''': }} {{Melee Weapon|Antlers|7|1|13|*'''Critical Pitch''': }} {{Ranged Weapon|Antlers|6|1|12|-|12|*'''Pistol''' *'''Magical''': }} === Feat: Shadow Initiative === === Spells === <!--Try to set templates for the spells, list them out--> {{Fog of War}} {{Mortality}} {{Spirit Door}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> *Synergises well with all of the Ghosts of Ios cadre infantry due to Prowl/Fog of War and Funeral rites === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Dusk House Kallyss Footer}} a90d446ec5b127128c90661712acdf59fc71b18d 769 768 2024-07-11T15:18:19Z Cas de Winter 25 /* Feat: Shadow Initiative */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 9 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Funeral rites''': Once per turn when a friendly living Ghosts of Ios model is destroyed while within Moraynes control range, immediately after the attack is resolved Morayne can cast a spell without spending focus.<br> {{Prowl}} <br> '''Reposition 3": ''' {{Reposition}} ===Weapons=== {{Melee Weapon|Talon-Scythe|7|2|15|*'''Magical *'''Critical Grievous Wounds''': }} {{Melee Weapon|Antlers|7|1|13|*'''Critical Pitch''': }} {{Ranged Weapon|Antlers|6|1|12|-|12|*'''Pistol''' *'''Magical''': }} === Feat: Shadow Initiative === <br> Upkeep spells in Morayne's control range immediately expire. This activation Morayne can cast one spell without spending focus for each upkeep spell that expired as a result of Shadow Initiative. === Spells === <!--Try to set templates for the spells, list them out--> {{Fog of War}} {{Mortality}} {{Spirit Door}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> *Synergises well with all of the Ghosts of Ios cadre infantry due to Prowl/Fog of War and Funeral rites === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Dusk House Kallyss Footer}} 4953cdb7749f033411784f2b5aa0df1d77192bf1 770 769 2024-07-11T15:18:47Z Cas de Winter 25 /* Weapons */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 9 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Funeral rites''': Once per turn when a friendly living Ghosts of Ios model is destroyed while within Moraynes control range, immediately after the attack is resolved Morayne can cast a spell without spending focus.<br> {{Prowl}} <br> '''Reposition 3": ''' {{Reposition}} ===Weapons=== {{Melee Weapon|Talon-Scythe|7|2|15|*'''Magical *'''Critical Grievous Wounds''': }} {{Melee Weapon|Antlers|7|1|13|*'''Critical Pitch''': }} {{Ranged Weapon|Antlers|6|1|12|-|12|*'''Pistol''' *'''Magical''': }} === Feat: Shadow Initiative === <br> Upkeep spells in Morayne's control range immediately expire. This activation Morayne can cast one spell without spending focus for each upkeep spell that expired as a result of Shadow Initiative. === Spells === <!--Try to set templates for the spells, list them out--> {{Fog of War}} {{Mortality}} {{Spirit Door}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> *Synergises well with all of the Ghosts of Ios cadre infantry due to Prowl/Fog of War and Funeral rites === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Dusk House Kallyss Footer}} 58231e94a0b8d904f7f1b04fc5108015f34cdc03 771 770 2024-07-11T15:19:07Z Cas de Winter 25 /* Feat: Shadow Initiative */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 9 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Funeral rites''': Once per turn when a friendly living Ghosts of Ios model is destroyed while within Moraynes control range, immediately after the attack is resolved Morayne can cast a spell without spending focus.<br> {{Prowl}} <br> '''Reposition 3": ''' {{Reposition}} ===Weapons=== {{Melee Weapon|Talon-Scythe|7|2|15|*'''Magical *'''Critical Grievous Wounds''': }} {{Melee Weapon|Antlers|7|1|13|*'''Critical Pitch''': }} {{Ranged Weapon|Antlers|6|1|12|-|12|*'''Pistol''' *'''Magical''': }} === Feat: Shadow Initiative === Upkeep spells in Morayne's control range immediately expire. This activation Morayne can cast one spell without spending focus for each upkeep spell that expired as a result of Shadow Initiative. === Spells === <!--Try to set templates for the spells, list them out--> {{Fog of War}} {{Mortality}} {{Spirit Door}} Players may choose 2 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> *Synergises well with all of the Ghosts of Ios cadre infantry due to Prowl/Fog of War and Funeral rites === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Dusk House Kallyss Footer}} 248add303d8983763e521137446ce84e50e43dd5 775 771 2024-07-12T23:30:35Z 85.146.22.140 0 /* Spells */ wikitext text/x-wiki == == <!-- Flavour text from official selling points --> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 9 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 18 |} ===Abilities:=== '''Funeral rites''': Once per turn when a friendly living Ghosts of Ios model is destroyed while within Moraynes control range, immediately after the attack is resolved Morayne can cast a spell without spending focus.<br> {{Prowl}} <br> '''Reposition 3": ''' {{Reposition}} ===Weapons=== {{Melee Weapon|Talon-Scythe|7|2|15|*'''Magical *'''Critical Grievous Wounds''': }} {{Melee Weapon|Antlers|7|1|13|*'''Critical Pitch''': }} {{Ranged Weapon|Antlers|6|1|12|-|12|*'''Pistol''' *'''Magical''': }} === Feat: Shadow Initiative === Upkeep spells in Morayne's control range immediately expire. This activation Morayne can cast one spell without spending focus for each upkeep spell that expired as a result of Shadow Initiative. === Spells === <!--Try to set templates for the spells, list them out--> {{Fog of War}} {{Mortality}} {{Spirit Door}} Players may choose 3 Spells from the Rack List {{House Kallyss Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> *Synergises well with all of the Ghosts of Ios cadre infantry due to Prowl/Fog of War and Funeral rites === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Dusk House Kallyss Footer}} f7bddbe71e7bd3d7960ae0cb9dfd76b81b9aac88 Template:Prowl 10 233 760 2024-07-11T14:59:42Z Cas de Winter 25 Created page with "Prowl: While this model has Concealment it gains Stealth" wikitext text/x-wiki Prowl: While this model has Concealment it gains Stealth a3e7af579eed47d96b8d27592221ca6f3cf7168b 762 760 2024-07-11T15:01:08Z Cas de Winter 25 wikitext text/x-wiki '''Prowl:''' While this model has Concealment it gains Stealth 94b6b947351006d21a6917319ad6f16b545987b6 Template:Mortality 10 234 763 2024-07-11T15:05:38Z Cas de Winter 25 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Backlash ''' || 3 || 10 || - || - || Rnd || Yes |- |colspan=7 style="text-align: left;"| Target model/Unit suffers -2 DEF and ARM, loses Tough and cannot have damage removed from it. Mortality lasts for one round. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Backlash ''' || 3 || 10 || - || - || Rnd || Yes |- |colspan=7 style="text-align: left;"| Target model/Unit suffers -2 DEF and ARM, loses Tough and cannot have damage removed from it. Mortality lasts for one round. |} 934ed71044d0ebce8dd856921bf113ff79c91628 764 763 2024-07-11T15:06:00Z Cas de Winter 25 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' Mortality''' || 3 || 10 || - || - || Rnd || Yes |- |colspan=7 style="text-align: left;"| Target model/Unit suffers -2 DEF and ARM, loses Tough and cannot have damage removed from it. Mortality lasts for one round. |} d0439cd633eb01ae0b14c5fcac3f214b55c12afe Template:Spirit door 10 235 765 2024-07-11T15:12:20Z Cas de Winter 25 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | '''Spirit Door''' || 3 || Ctrl || - || - || - || No |- |colspan=7 style="text-align: left;"| Choose a model in the spellcasters battlegroup that is in its control range. Immediately place that model within 2" of the s..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | '''Spirit Door''' || 3 || Ctrl || - || - || - || No |- |colspan=7 style="text-align: left;"| Choose a model in the spellcasters battlegroup that is in its control range. Immediately place that model within 2" of the spellcaster. If the model chosen was the spellcaster, immediately place it completely within 2" of another model in its battlegroup that was within its control range at the time the spell was cast. A model cannot advance or attack after being placed by spirit door this turn. |} 7b69cf693e1341723d4e625f0bad8962ebf13ddf Template:Spirit Door 10 236 766 2024-07-11T15:13:49Z Cas de Winter 25 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | '''Spirit Door''' || 3 || Ctrl || - || - || - || No |- |colspan=7 style="text-align: left;"| Choose a model in the spellcasters battlegroup that is in its control range. Immediately place that model within 2" of the s..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | '''Spirit Door''' || 3 || Ctrl || - || - || - || No |- |colspan=7 style="text-align: left;"| Choose a model in the spellcasters battlegroup that is in its control range. Immediately place that model within 2" of the spellcaster. If the model chosen was the spellcaster, immediately place it completely within 2" of another model in its battlegroup that was within its control range at the time the spell was cast. A model cannot advance or attack after being placed by spirit door this turn. |} 7b69cf693e1341723d4e625f0bad8962ebf13ddf Dusk House Kallyss 0 37 772 584 2024-07-12T00:38:26Z 124.150.34.205 0 /* Hazaroth, Narcissar of Ruin */ wikitext text/x-wiki == Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === Makes his army very durable, and his jacks both faster and hit harder. Very weak to anti healing tech. For anyone looking to play a solid Jack heavy list === [[Hellyth, Scyir of Nightfall]] === [Place Holder] Very high Assassination Potential, probably the Factions best Answer into Def-Skew, very fragile herself, except of her Feat Turn === [[Morayne, The Blade of Twilight]] === [Place Holder] Extremely mobile herself, can fix everything you need to be fixed due to Mortality and Spell Rack 3, very good Feat and high gotcha' Potential due to her ''Funeral Rites'' Rule. Very Mercenary Friendly because of Mortality debuffs the enemy and so applys for everyone in your own Army. At this Point, one of the best Casters in Game. === [[Scryafael, Nis-Issyr of Desolations]] === [Place Holder] Contestant for the best Caster in Game, toe to toe with Valeri from Winter Korps which can be a hard-counter to her. She brings effectively a +4 Threat Range Buff for one of your Jacks (most of the time Israfyl), but also can speed up Magnus & Invictus or Carver & Warpig, because one of those spells is Telekinesis. She has a very powerful Area-Denial Feat, which allows her to play a really aggressive Scenario Game. The Icing on the Cake is she herself is really hard to assassinate, because with Blade Shield, Girded, Poltergeist, Steady, Def 14 and Arm 17 with 16 Boxes, she is very sturdy. If needed she also can contribute to the fighting directly with two Pow 14 Initials with Beatback and grievous Wounds, Dual Attack and a Power 12, 10'' Spray with Crit Decapitation. === [[Tyrus, Nis-Arsyr of Spiders]] === [Place Holder] Maybe the most consistent Caster of the Faction. He is the Guy that can stay behind a Building the whole Game, only channeling good Spells and Buffs through his Arc Nodes, feating at some Point and be very happy and good doing this. With a Feat that gives effectuvely an Army wide (yes, again also for Mercenaries) +2 Spd (even better, because it's a Place-Effect), a good native Spell List, the strong Dusk Rack to pick from and enough Focus and Control Range to use all of that, he can be a Nightmare four your Opponent. But don't be fooled when it comes down to the dirty Work. He is still very stable from the Start, with good Stats of Def15, Arm17, 17 Boxes, Undead (which is a Buff at this Time, most of the Time) and the potentially Back-breaking Arcane Vortex. Being still a Vampire Elf, his Melee is not bad at all with Rng2, POW 14, Death Boon and flashing Blade as native Spell. {{Dusk House Kallyss Footer}} 0b2af347269cefc3b7622a4501cb3a064fe1b801 773 772 2024-07-12T00:43:15Z Fanncyfox 28 /* Hazaroth, Narcissar of Ruin */ wikitext text/x-wiki == Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === Makes his army very durable, and his jacks both faster and hit harder. Can be built to be a very strong anti-ranged army, with a spell that gives his entire battlegroup Stealth. Very weak to anti healing tech. For anyone looking to play a solid Jack heavy list === [[Hellyth, Scyir of Nightfall]] === [Place Holder] Very high Assassination Potential, probably the Factions best Answer into Def-Skew, very fragile herself, except of her Feat Turn === [[Morayne, The Blade of Twilight]] === [Place Holder] Extremely mobile herself, can fix everything you need to be fixed due to Mortality and Spell Rack 3, very good Feat and high gotcha' Potential due to her ''Funeral Rites'' Rule. Very Mercenary Friendly because of Mortality debuffs the enemy and so applys for everyone in your own Army. At this Point, one of the best Casters in Game. === [[Scryafael, Nis-Issyr of Desolations]] === [Place Holder] Contestant for the best Caster in Game, toe to toe with Valeri from Winter Korps which can be a hard-counter to her. She brings effectively a +4 Threat Range Buff for one of your Jacks (most of the time Israfyl), but also can speed up Magnus & Invictus or Carver & Warpig, because one of those spells is Telekinesis. She has a very powerful Area-Denial Feat, which allows her to play a really aggressive Scenario Game. The Icing on the Cake is she herself is really hard to assassinate, because with Blade Shield, Girded, Poltergeist, Steady, Def 14 and Arm 17 with 16 Boxes, she is very sturdy. If needed she also can contribute to the fighting directly with two Pow 14 Initials with Beatback and grievous Wounds, Dual Attack and a Power 12, 10'' Spray with Crit Decapitation. === [[Tyrus, Nis-Arsyr of Spiders]] === [Place Holder] Maybe the most consistent Caster of the Faction. He is the Guy that can stay behind a Building the whole Game, only channeling good Spells and Buffs through his Arc Nodes, feating at some Point and be very happy and good doing this. With a Feat that gives effectuvely an Army wide (yes, again also for Mercenaries) +2 Spd (even better, because it's a Place-Effect), a good native Spell List, the strong Dusk Rack to pick from and enough Focus and Control Range to use all of that, he can be a Nightmare four your Opponent. But don't be fooled when it comes down to the dirty Work. He is still very stable from the Start, with good Stats of Def15, Arm17, 17 Boxes, Undead (which is a Buff at this Time, most of the Time) and the potentially Back-breaking Arcane Vortex. Being still a Vampire Elf, his Melee is not bad at all with Rng2, POW 14, Death Boon and flashing Blade as native Spell. {{Dusk House Kallyss Footer}} 1b696921d82463ebae90347b37a0a3540355117d Kapitan Ilari Borisyuk 0 51 774 112 2024-07-12T11:43:07Z 62.3.100.6 0 /* Recommended choices */ wikitext text/x-wiki == Kapitan Ilari Borisyuk == ''Ilari Borisyuk was born a child of war in the frigid northwest of Khador. His mother, a former soldier who served along the southern border, never told young Ilari of his Thurian father. A solitary child, Ilari Borisyuk spent his time hunting alone for days or weeks at a time, developing his wilderness skills and concealing his burgeoning arcane talents. When he came of age to enter military service, Borisyuk sound found himself transferred into the elite Widowmaker Korps, where he could hide his Gift no longer. He honed his capacity as a warcaster and gun mage as he would any other weapons at his disposal. A singular hunter and tracker, he is a recognized asset in the arsenal of the Motherland. Upon attaining his commission as kapitan, Borisyuk was issued his custom made magelock rifle, the Shadow of Death.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Borisyuk ''' || 7 || 6|| 6 || 8 || 16 || 14 || 6 || 12 |} ===Abilities:=== '''Field Marshal [Pathfinder]''' : Warjacks in his battlegroup gain Pathfinder '''Pathfinder''': '''Prowl''' : Whilst this model has concealment, it gains Stealth '''Reposition [3]''' : At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. ===Weapons=== {{Ranged Weapon|Shadow of Death|8|14|1|-|10|*'''Weapon Master, Magical'''}} * '''Shot Types''' * Critical Armor-Piercing - On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit. * Flare - On a direct hit, models hit by this attack lose Stealth and suffer -2 DEF for one turn. * Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round. *Reload [1] - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. {{Melee Weapon|Blade|6|1|10|*}} === Feat: Howl of the Wolf === When a model in Borisyuk's battlegroup destroys or removes from play one or more enemy models with an attack while in his control range, after the attack is resolved, one other model in Borisyuk's battlegroup can immediately advance up to 2" and make one basic attack. Howl of the Wolf attack rolls are boosted. A model can only advance and attack as a result of Howl of the Wolf once per game. Howl of the Wolf lasts for one turn. === Spells === {{Dark Unraveling}} {{Unnatural Darkness}} Choose 2 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === 2 Rack spells and an excellent ranged option means that Borisyuk is usually going to opt for upkeeps over offensive spells. * Superiority is going to almost always be one of his 2 choices, as Borisyuk is a heavily battlegroup oriented caster. ** For similar reasons, Avenging Force is a good choice, so long as you have some infantry around to trigger it. Remember that Boris himself can benefit from the Avenging Force move and attack. ** Outside of these 2 choices, his usual go to will be either Iron Flesh or Puissance, to help amplify his Jacks. **The offensive spells can seem interesting, such as Tempest, but Boris already has an excellent ranged option, and will lack the focus turn to turn to bother casting them. **Fog of War and Weald Secrets can be an interesting combination for a Warjack with Stealth. == Roles and Strengths: == Winter Korps Sniper caster * Very focused caster, being the Army's jack focused caster. He does very little for infantry, with most of his kit being excellent at amplifying his battlegroup. *Dark Unraveling is an incredible spell, especially combined with our decent shooting. Having battlegroup wide Blessed and Magical, alongside access to Flare, Grevious, Momentum and High powered shooting can produce a withering volley of boostable shots. *His personal output can be jaw dropping. Most of the time, he will be playing the facilitator, applying either Flare or Grevious Wounds to enemy models. However, it is very tempting to start boosting for Crit Armour Piercing shots, as Boris can put out ludicrous amounts of damage with a well placed shot. *The feat can help to extend your threat range, but the main use is in mitigating the main problem with a battle group heavy list, namely volume of attacks. Combining feat with a variety of gun options to Knockdown targets, launch AOE shots into clumps of infantry, or getting one last melee attack can lead to an effective turn and a half worth of output. == Downsides: == *ARM 14 is very low, you will take serious damage from anything that hits you. He also likes to spend his focus, so you must be aware of threats. *Relies very heavily on Prowl and Repo [3] to contribute and still survive. He will need to take one or two models to help keep him safe. *Very restricted in spells he wants off the rack. He is simply not very good at casting spells, nor does he generally have the focus to bother. == Tricks: == *Boris can do a cloud wall at a push. Walk him up to the side of LOS blocking terrain, drop an Unnatural Darkness on himself, and Repo behind it. This also works with models like Snipers as long as you don't mind sacrificing the model. *The usual Boris gunline lists are almost tailor made for gunning down models that rely on spells to protect them. For example, Carver and his War Boar die very trivially when you can Grevious Wound the pig and ignore Batten Down the Hatches. Remember, you ignore the +3 ARM, not the -2 DEF *Boris is squishy, so having a guardian Dire Wolf with Shield Guard and a Shield gives him access to Steady, Blast Resistance and a Shield Guard. *Boris likes to play aggressively, but you must identify your threats. Can your opponent ignore Stealth? Do they have access to blasts or Electro Leaps? Will Prowl save you or are you better off staying back? ARM 14 won't save you from much. *You should always be looking to apply Boris' gun. It's a big part of playing him. He can stay very safe behind terrain features or his Warjacks. == Borisyuk List Design == === Recommended choices === Lord Damien Korovnik can grant Boris a cloud which will grant Boris Prowl. For 3 points saving 2 focus can be very nice. === Example list === Below is a common style of list. Boris supports it with Dark Unraveling and Feat, allowing it to put out a lot of high quality, buff ignoring attacks. Boris 100 Khador - Winter Korps Grand Melee - 100 pts PC CARD Kapitan Ilari Borisyuk SPELL - Superiority SPELL - Avenging Force 10 Dire Wolf 1 1 HEAD - Shield Guard 6 RIGHT ARM - Bombard 3 LEFT ARM - Scrap Saw 11 Dire Wolf 2 1 HEAD - Shield Guard 6 RIGHT ARM - Bombard 4 LEFT ARM - Plow-Shield 14 Great Bear 1 1 HEAD - Slammer 8 RIGHT ARM - Heavy Cannon 5 LEFT ARM - Battle Axe 14 Great Bear 2 1 HEAD - Slammer 8 RIGHT ARM - Heavy Cannon 5 LEFT ARM - Battle Axe 15 Great Bear 3 2 HEAD - Aggressive 7 RIGHT ARM - Battle Mace 6 LEFT ARM - Heavy Cannon Shield 15 Great Bear 4 2 HEAD - Aggressive 7 RIGHT ARM - Battle Mace 6 LEFT ARM - Heavy Cannon Shield 3 Koldun Lord Damien Korovnik 5 Krueger, Wrath of Blighterghast 4 Magziev Zariyah Volkova 4 Arkanists 4 Winter Korps Snipers 1 Winter Korps Hunting Dog Defenses DEFENSE 1 - Barrier DEFENSE 2 - Fire Pit DEFENSE 1 - Fire Pit PC COMMAND CARD Defenses Old Faithful Power Swell Put the Fires Out Sapper TOTAL POINTS 100/100 Used by Robert McCormick at Bokur Brawl 2024 == Lore and Trivia == {{Winter Korps Footer}} d464e785f39894ccaa07d04a454e0160058501eb File:Volkova.png 6 237 776 2024-07-13T03:05:39Z Gedditoffme 2 wikitext text/x-wiki Volkova a241c853605eab0f0852cd73e103384a116433e8 Magziev Zariyah Volkova 0 238 777 2024-07-13T03:17:38Z Gedditoffme 2 Created page with "= Magziev Zariyah Volkova = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''It was only by the dint of her unquestionable loyalty and willingness to hunt her former compatriots in the service of the empire that Zariyah Volkova escaped the punishments meted out to so many former members of the Greylords Covenant. As a mark of respect for her fierce commitment to the Motherland, Volkova was even allowed to retain her Greylord rank when..." wikitext text/x-wiki = Magziev Zariyah Volkova = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''It was only by the dint of her unquestionable loyalty and willingness to hunt her former compatriots in the service of the empire that Zariyah Volkova escaped the punishments meted out to so many former members of the Greylords Covenant. As a mark of respect for her fierce commitment to the Motherland, Volkova was even allowed to retain her Greylord rank when she was transferred into the Winter Korps. She now serves as one of the few fully trained battle wizards within the Korps, service she relishes with every fiber of her existence.'' [[File:Volkova.png|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Sergeant Sergei Krol''' || 4 || - || 7 || 6 || 10 || 19 || 10 |} 5 points ===Abilities:=== *'''''' ===Weapons=== {{Melee Weapon|Sickle Scythe|7|1|13|*'''Critical Freeze'''}} == Role and strengths == Warjack support solo, offering Ancillary attack and guidance. Both are worthwhile abilities with even 1 gun warjack, giving either a second shot or eyeless sight: and she'll probably make it to most lists with a Heavy Cannon bear. * Guidance works on all models, so can also give to a Warcaster who needs to see through stealth or a suppressor to clear an incorporeal target * Ancillary attack is great on any big warjack weapon: favourites are a heavy cannon, [[Mastodon]] heavy mortar, or any decent melee attack. * Her combat abilities are good: relatively high stats across the board, and a mat 7 pow 13 melee weapon. Battle wizard lets you cast if you kill something, so if you really need a model dead and ancillary attack you can (if you hit) == Downsides == * Got a target on her head! == Synergy == * [[Savaryn]]’s Kill Order improves him significantly. A running theme from Savaryn. * Wants to be played with as many [[Man-o-War Suppressors]], [[Man-O-War Wrecking Crew]] and [[Kontroller]]'s as possible for his Tough aura. * [[Yana]]'s Dash is his only direct speed buff * [[Winter Korps Officer]]'s can apply the Swift Hunter battleplan to him which lets him advance up to 6" potentially between shots (or 4" further to enable a drag on a key target!) == Tricks == * His grenade pods have an auto hitting POW 8 so he can fire into melee to disengage other models from tarpit light infantry and not care if he hits or not. * Don't play him overly conservatively, he's not immortal but he's not an easy model to kill. * If you're planning on dragging an enemy warjack, shoot your grenade pods first because of the lack of pistol. This will lead to you landing three boosted POW 13s and a boosted POW 15 melee attack. * If the drag is unlikely do it early in a turn to see if you spike into a positive result that changes the rest of your turn instead of waiting and not having follow up if things go right. {{Winter Korps Footer}} de00a79aaa929c8fcab8fd50bf81c8b842d665eb 778 777 2024-07-13T05:00:53Z Gedditoffme 2 wikitext text/x-wiki = Magziev Zariyah Volkova = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''It was only by the dint of her unquestionable loyalty and willingness to hunt her former compatriots in the service of the empire that Zariyah Volkova escaped the punishments meted out to so many former members of the Greylords Covenant. As a mark of respect for her fierce commitment to the Motherland, Volkova was even allowed to retain her Greylord rank when she was transferred into the Winter Korps. She now serves as one of the few fully trained battle wizards within the Korps, service she relishes with every fiber of her existence.'' [[File:Volkova.png|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Magziev Zariyah Volkova''' || 6 || 7 || 7 || - || 14 || 16 || 5 |} 4 points ===Abilities:=== *'''Resistance: Cold''' *'''Apparition''' During your Control Phase, place this model anywhere completely within 2" of its current location. *'''Battle Wizard''' Once per turn, when this model destroys or removes from play one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action *'''Magic Ability''' **'''Ancillary Attack (*Action)''' RNG 3. Target friendly Faction warjack/warbeast. If the target is in range, it immediately makes one basic melee or ranged attack. A model can be targeted by an Ancillary Attack special action only once per turn. **'''Hoarfrost (*Attack)''' Hoarfrost is a RNG8, AOE2, POW14/8 arcane attack that causes cold damage. On a critical hit, models hit become stationary for one round unless they have Resistance: Cold. **'''Guidance (*Action)''' RNG 6. Target friendly model. If the model is in range, it gains Eyeless Sight and its weapons gain Damage Type: Magical for one turn. * '''Snow-Wreathed''' - This model has concealment. ===Weapons=== {{Melee Weapon|Sickle Scythe|7|1|13|*'''Critical Freeze'''}} == Role and strengths == Warjack support solo, offering Ancillary attack and guidance. Both are worthwhile abilities with even 1 gun warjack, giving either a second shot or eyeless sight: and she'll probably make it to most lists with a Heavy Cannon bear. * Guidance works on all models, so can also give to a Warcaster who needs to see through stealth or a suppressor to clear an incorporeal target * Ancillary attack is great on any big warjack weapon: favourites are a heavy cannon, [[Mastodon]] heavy mortar, or any decent melee attack. * Her combat abilities are good: relatively high stats across the board, and a mat 7 pow 13 melee weapon is enough to kill even 'elite' Warrior models (short of a Man o War). * Battle wizard lets you cast if you kill something, so if you really need a model dead and ancillary attack you can (if you hit) == Downsides == * She's got a target on her head! == Synergy == * [[Borisyuk]] appreciates a guidance option, to let him flare up to 2 stealth targets for everyone else to shoot. He also tends to take a lot of shooting warjacks to benefit from Ancillary Attack. * [[Savaryn]]'s Kill Order increases her accuracy, and her melee attack (to POW15) and Hoarfrost (to POW16/10) to dangerous power levels. * [[Baranova]] appreciates her as an extra spellcaster to trigger Long Shadows, although she may rarely use Hoarfrost * Any gun warjacks, especially [[Mastodon]] and [[Great Bear]]s with Heavy Cannons. == Tricks == * If you are being jammed by low arm infantry, she can kill 4 a turn by charging then Battle Wizard a Hoarfrost. Apparition can help her get there too. {{Winter Korps Footer}} a5ccea1141ce70509ba47818830333c46f68f292 Borisyuk 0 239 779 2024-07-13T05:08:17Z Gedditoffme 2 Redirected page to [[Kapitan Ilari Borisyuk]] wikitext text/x-wiki #REDIRECT [[Kapitan Ilari Borisyuk]] e594869a2e76b377c216dc53a618ecd510fe695d File:Mortar.webp 6 240 780 2024-07-13T05:10:08Z Gedditoffme 2 wikitext text/x-wiki Mortar 766a669d644b818c6b7a245955c5040ab8ccaba1 File:Bison.webp 6 241 781 2024-07-13T05:16:31Z Challenger 7 wikitext text/x-wiki Tonk 740be13732843af9c0821c86dda309f33023f344 Mortar Team 0 242 782 2024-07-13T05:16:57Z Gedditoffme 2 Created page with "= Mortar Team = <span style="font-size: 1.2em;">'''[[Khador]] Weapon Crew [[Winter Korps]] [[Solo]]'''</span> ''Armed with modern light mortars, these Winter Korps soldiers take to the battlefield in small teams to provide fire support to advancing Khadoran units in the field. Though lighter than Khador’s last generation of field support weapons, these mortar teams are swifter moving and are not hindered by a minimum effective range.'' [[File:Mortar.webp|thumb|right]]..." wikitext text/x-wiki = Mortar Team = <span style="font-size: 1.2em;">'''[[Khador]] Weapon Crew [[Winter Korps]] [[Solo]]'''</span> ''Armed with modern light mortars, these Winter Korps soldiers take to the battlefield in small teams to provide fire support to advancing Khadoran units in the field. Though lighter than Khador’s last generation of field support weapons, these mortar teams are swifter moving and are not hindered by a minimum effective range.'' [[File:Mortar.webp|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Mortar Team ''' || 4 || - || 5 || 6 || 12 || 13 || 5 |} 3 points ===Abilities:=== * ===Weapons=== {{Ranged Weapon|Mortar|6|14|1|3|14/8|*'''Arcing Fire:''' When attacking with this weapon, this model can ignore intervening models}} {{Melee Weapon|Hand Weapons x2|5|1|9|}} == Role and strengths == Long range AOE solo - scourge of low arm infantry, and capable of hurting heavier targets with a direct hit * AOE3 lets you clear multiple models, if their arm is low enough * Can also shoot weak stealth models to force an automatic pow8 hit == Downsides == * Unfortunately, there's not many low arm, mass infantry in mk4 armies, and even fewer that don't have access to blast immune. Using Khador as an example, [[Winter Korps infantry]] and [[Winter Korps Snipers]]] are the only units in faction without it, and they could get Iron Flesh if they were really worried. * At PC3 they feel a little overpriced for just the mortar gun. == Synergy == * [[Savaryn]]’s Kill Order improves them significantly. A running theme from Savaryn. == Tricks == * They are one of the only models in faction with 2 melee attacks, so they in theory benefit from [[Yana]]s battle lust more than others. (please send pictures if you do this) {{Winter Korps Footer}} 326e02746496d40e562d67b5565cf3d6bcc4e700 File:Mechanic.webp 6 243 783 2024-07-13T05:19:12Z Gedditoffme 2 wikitext text/x-wiki Mechanik dee34d2a11bbf99f88dc56755f1147ea062e59a2 Battle Mechanik 0 244 784 2024-07-13T05:30:07Z Gedditoffme 2 Created page with "= Battle Mechanik = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''Armed with only a pouch of tools, a powerful rivet gun, and a torch, the Battle Mechaniks trail behind Khador’s lumbering warjacks into battle. Operating alone or in small groups, it falls upon these intrepid engineers to keep the Motherland’s machines and Man-O-War in fighting condition even in the midst of combat. To protect these skilled soldiers, each is issue..." wikitext text/x-wiki = Battle Mechanik = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''Armed with only a pouch of tools, a powerful rivet gun, and a torch, the Battle Mechaniks trail behind Khador’s lumbering warjacks into battle. Operating alone or in small groups, it falls upon these intrepid engineers to keep the Motherland’s machines and Man-O-War in fighting condition even in the midst of combat. To protect these skilled soldiers, each is issued a suit of heavy Shock Trooper armor and a book of prayers.'' [[File:Mechanic.webp|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Battle Machanik ''' || 5 || - || 5 || 5 || 12 || 15 || 5 |} 2 points ===Abilities:=== *'''Resistance: Blast''' *'''Resistance: Cold''' *'''Resistance: Fire''' *'''Jack Hunter''' *'''Repair (d3+2)''' (*Action) ===Weapons=== {{Ranged Weapon|Rivet Gun|5|4|1|-|10|* '''Pistol''' * '''Beat Back''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} {{Ranged Weapon|Rivet Gun|5|SP3|1|-|12|* '''Pistol''' * '''Fire''' * '''Continuous Fire'''}} == Role and strengths == A decent and cheap mechanic for healing warjacks and Man o War (due to their Repairable rule). * D3+2 is one of the better repairs in the game. With Khador's reliance on taking many Warjacks and Man-o-War and putting them in harms way, he should have heaps of options to repair * Jack Hunter weapons can surprise an opposing warjack, and the pow12 torch is handy against most targets. == Downsides == * As a repairer, [[Old Faithful]] is a very good alternative, can go anywhere on the table and costs no PC. Can only use it once however. * Slow speed and short threat on ranged attacks makes them difficult to use. It's probably only coming out on targets that have charged in near him. * Not having melee weapons also limits the damage that will be done against warjacks, as prevents charging. == Synergy == * Warjacks and Man-o-War appreciate having him around to heal == Tricks == * Can pull off some scenario tricks with beat back Rivet Gun - knock model off contesting and advance in yourself {{Winter Korps Footer}} 87b4f48e28ac81c440f192fec85070635ae17d73 786 784 2024-07-13T05:39:47Z Gedditoffme 2 wikitext text/x-wiki = Battle Mechanik = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''Armed with only a pouch of tools, a powerful rivet gun, and a torch, the Battle Mechaniks trail behind Khador’s lumbering warjacks into battle. Operating alone or in small groups, it falls upon these intrepid engineers to keep the Motherland’s machines and Man-O-War in fighting condition even in the midst of combat. To protect these skilled soldiers, each is issued a suit of heavy Shock Trooper armor and a book of prayers.'' [[File:Mechanic.webp|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Battle Machanik ''' || 5 || - || 5 || 5 || 12 || 15 || 5 |} 2 points ===Abilities:=== *'''Resistance: Blast''' *'''Resistance: Cold''' *'''Resistance: Fire''' *'''Jack Hunter''' *'''Repair (d3+2)''' (*Action) ===Weapons=== {{Ranged Weapon|Rivet Gun|5|4|1|-|10|* '''Pistol''' * '''Beat Back''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} {{Ranged Weapon|Rivet Gun|5|SP3|1|-|12|* '''Pistol''' * '''Fire''' * '''Continuous Fire'''}} == Role and strengths == A decent and cheap mechanic for healing warjacks and Man o War (due to their Repairable rule). * D3+2 is one of the better repairs in the game. With Khador's reliance on taking many Warjacks and Man-o-War and putting them in harms way, he should have heaps of options to repair * Jack Hunter weapons can surprise an opposing warjack, and the pow12 torch is handy against most targets. == Downsides == * As a repairer, [[Old Faithful]] is a very good alternative, can go anywhere on the table and costs no PC. Can only use it once however. * Slow speed and short threat on ranged attacks makes them difficult to use. It's probably only coming out on targets that have charged in near him. * Not having melee weapons also limits the damage that will be done against warjacks, as prevents charging. == Synergy == * Warjacks and Man-o-War appreciate having him around to heal == Tricks == * Can pull off some scenario tricks with beat back Rivet Gun - knock model off contesting and advance in yourself * Pair with [[Alexia, Queen of the Damned]] to let her Grim Returns to resurrect a 1-box Man-o-War, then Mechaniks can repair them to higher health. {{Winter Korps Footer}} 3374c6a3cef7294d3fadab3b8e12902dfa4e8b7b AC-2 Bison 0 245 785 2024-07-13T05:36:05Z Challenger 7 First draft of AC-2 Bison wikitext text/x-wiki = AC-2 Bison = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''Another marvel of modern Khadoran engineering, the Bison is a rugged railless combat vehicle. Powered by a fearsome steam engine, the tracked machine can tear across any terrain. Though slower than most heavy cavalry, the Bison offers its operators unparalleled protection and the Winter Korps tremendous tactical flexibility. The AC-2 Bison is armed with a pair of powerful auto cannons. Even the Bison’s sheer size and weight, however, can function as a weapon on the battlefield. Any foe unwilling to move aside can simply be plowed over.'' [[File:Bison.webp|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' AC-2 Bison''' || 7 || - || 6 || 5 || 10 || 19 || 24 |} 10 points ===Abilities:=== *'''Unstoppable''' *'''Pathfinder''' *'''Steady''' *'''Sturdy''' *'''Roadblock''' *'''Cavalry''' *'''Gunfighter''' *'''Dual Attack''' *'''Repairable''' *'''Reposition[2"]''' ===Weapons=== {{Ranged Weapon|Autocannon|5|14|1|AOE2|15/10| *'''Both Barrels (* Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attack.}} {{Ranged Weapon|Autocannon|5|14|1|AOE2|15/10| *'''Both Barrels (* Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attack.}} {{Melee Weapon|Ram|6|1|15|*'''Momentum''': A small or medium based model directly hit by this attack is slammed d3" directly away from this model. The POW of the collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down. }} == Role and strengths == '''T A N K.''' * Long range firepower - it has the longest unbuffed gun range in faction (tied with Boris). (Technically Winter Korps Snipers outdoes this but only because of unit placement rules). * Guaranteed output - The Bison at minimum always gets its blast damage out. * Flexibility in ideal targets - Both barrels lets you damage high ARM models, while firing twice lets you hurt more infantry and solos. * Solo hunter - Stealth and high defense means nothing when an auto hitting POW 14 blast damage from both barrels hits you directly. * Not a slouch in melee - Momentum means the Bison will often clean up more than 1 infantry model it charges. == Downsides == * Inaccurate - RAT 5 on the Bison needs support to consistently hit. * Can be easier to kill than it seems, as it has low defense and being an 80mm means it doesn't benefit defensively from cover, concealment, or being in melee. * Many armies have sources of blast resistance which can devalue the pow 10 blast. * Can be awkward to move around if you don't have precision strike from Valerii. * The AC-2 Bison is a living model, with the downsides that comes with (e.g. Mortal Fear applies to it). == Synergy == * [[Savaryn]]’s Kill Order improves it significantly. A running theme from Savaryn. * [[Ekaterina]]'s Invocations of Wrath is a key hit buff the model appreciates. * [[Battle Mechanik]]'s can keep their health topped up. * [[Winter Korps Officer]]'s can apply the Swift Hunter battleplan to it which lets it advance up to 4" potentially from shots. This can be combined with Reposition[2"] for a surprising amount of movement. == Tricks == * You can ignore some enemy defenses such as shield guard by using a both barrels attack without any hit buffs. If you miss, they still get hit by a POW 14 blast damage roll, and it can't be shield guarded because it a direct hit. * Gunfighter means the Bison can charge models to threat extend its guns with no consequences. Although be aware that charging prevents you from using Both Barrels. * Use the large base size to block LOS to your key models, who might also get to benefit from cover from Roadblock. {{Winter Korps Footer}} d598a8d6dafe94a20adc2c0f5d178d6a0719cb77 788 785 2024-07-13T07:10:15Z Challenger 7 /* Tricks */ Added Defenses wikitext text/x-wiki = AC-2 Bison = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''Another marvel of modern Khadoran engineering, the Bison is a rugged railless combat vehicle. Powered by a fearsome steam engine, the tracked machine can tear across any terrain. Though slower than most heavy cavalry, the Bison offers its operators unparalleled protection and the Winter Korps tremendous tactical flexibility. The AC-2 Bison is armed with a pair of powerful auto cannons. Even the Bison’s sheer size and weight, however, can function as a weapon on the battlefield. Any foe unwilling to move aside can simply be plowed over.'' [[File:Bison.webp|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' AC-2 Bison''' || 7 || - || 6 || 5 || 10 || 19 || 24 |} 10 points ===Abilities:=== *'''Unstoppable''' *'''Pathfinder''' *'''Steady''' *'''Sturdy''' *'''Roadblock''' *'''Cavalry''' *'''Gunfighter''' *'''Dual Attack''' *'''Repairable''' *'''Reposition[2"]''' ===Weapons=== {{Ranged Weapon|Autocannon|5|14|1|AOE2|15/10| *'''Both Barrels (* Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attack.}} {{Ranged Weapon|Autocannon|5|14|1|AOE2|15/10| *'''Both Barrels (* Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attack.}} {{Melee Weapon|Ram|6|1|15|*'''Momentum''': A small or medium based model directly hit by this attack is slammed d3" directly away from this model. The POW of the collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down. }} == Role and strengths == '''T A N K.''' * Long range firepower - it has the longest unbuffed gun range in faction (tied with Boris). (Technically Winter Korps Snipers outdoes this but only because of unit placement rules). * Guaranteed output - The Bison at minimum always gets its blast damage out. * Flexibility in ideal targets - Both barrels lets you damage high ARM models, while firing twice lets you hurt more infantry and solos. * Solo hunter - Stealth and high defense means nothing when an auto hitting POW 14 blast damage from both barrels hits you directly. * Not a slouch in melee - Momentum means the Bison will often clean up more than 1 infantry model it charges. == Downsides == * Inaccurate - RAT 5 on the Bison needs support to consistently hit. * Can be easier to kill than it seems, as it has low defense and being an 80mm means it doesn't benefit defensively from cover, concealment, or being in melee. * Many armies have sources of blast resistance which can devalue the pow 10 blast. * Can be awkward to move around if you don't have precision strike from Valerii. * The AC-2 Bison is a living model, with the downsides that comes with (e.g. Mortal Fear applies to it). == Synergy == * [[Savaryn]]’s Kill Order improves it significantly. A running theme from Savaryn. * [[Ekaterina]]'s Invocations of Wrath is a key hit buff the model appreciates. * [[Battle Mechanik]]'s can keep their health topped up. * [[Winter Korps Officer]]'s can apply the Swift Hunter battleplan to it which lets it advance up to 4" potentially from shots. This can be combined with Reposition[2"] for a surprising amount of movement. == Tricks == * You can ignore some enemy defenses such as shield guard by using a both barrels attack without any hit buffs. If you miss, they still get hit by a POW 14 blast damage roll, and it can't be shield guarded because it a direct hit. * Gunfighter means the Bison can charge models to threat extend its guns with no consequences. Although be aware that charging prevents you from using Both Barrels. * Use the large base size to block LOS to your key models, who might also get to benefit from cover from Roadblock. * Don't forget that as an 80mm model Bisons can remove enemy defenses by contacting them during movement. You can even remove your own defenses if they are hindering you (e.g. - Defense Barrier preventing a unit lacking pathfinder from charging) {{Winter Korps Footer}} 47b39b3d408fdab19e1126d7947814bd11535372 Arkanists 0 188 787 638 2024-07-13T07:06:16Z Challenger 7 Some additions to tips and synergy. wikitext text/x-wiki = Winter Korps Infantry = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Arkanists.webp|thumb|right]] ''Following revelations shared by the Order of Illumination of widespread infernal corruption and treachery throughout the Greylords Covenant, the organization was summarily disbanded by imperial edict in 618 AR, and the majority of its membership was sentenced to prison or death. Those spared such punishment were tasked with rebuilding the arcane assets of the empire. With so many Khadoran citizens blessed with Gift of Magic now either confined or facing imminent execution, Khador’s surviving arcane practitioners sought to create new tools to allow even the uninitiated to work simple arcane formulae. Thus, the Arkanists of the Winter Korps were born. Equipped with experimental arcane apparatuses that enable the working of rote arcane effects but are unfortunately somewhat prone to catastrophic failure of the most volatile nature, the Arkanists were instituted as a measure of last resort.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Arkanists''' || 6 || 5 || - || - || 13 || 13 || 1 |} 3 grunts for 4pts ===Abilities:=== * '''Magic Ability''' **'''Arcane Reinforcement (*Action)''' Rng 5. Target friendly Faction warjack. If the target warjack is in range, its weapons gain Damage Type: Magical. Arcane Reinforcement lasts for one turn. **'''Empower (*Action)''' RNG 6. Target friendly Faction warjack. If the target warjack is in range, and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. **'''Razor Wind (*Attack)''' Razor Wind is a RNG SP10, POW12 arcane attack. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged. ===Weapons=== Unarmed == Role and strengths == Warjack focus batteries to minimise your warcaster needing to allocate: you will probably take 1 in every list to power your first warjack, and consider another when you get to 3 or more warjacks. * One unit plus power up can almost fully charge 2 warjacks. A warjack with a single shot gun (eg Heavy Cannon) only needs 2 focus most turns: one arkanist grunt plus power up. * Arcane Reinforcement is a good backup for dealing with incorporeal or other effects that demand magic such as Wind Weaver on [[Storm Vane]]s. * Razor Wind is one of the best offensive spells on a support unit. == Downsides == * Fragile * No weapons, only Razor wind to attack which is a good spell but AAT 5 is inaccurate. * Models only armed with offensive spells have no way to ignore 'in melee' accuracy penalty. * Getting more than 1 starts to feel like overpaying for support. You often don't need to go 'all in' with every warjack, so can skimp a little. == Synergy == * Warjacks everywhere love them for empower. * [[Baranova]]’s Invocations of Wrath can help fix their Razor Wind accuracy, and she also benefits from Long Shadows to gain focus if Arkanists kill anything. Can be an ok backup plan if overwhelmed by weak infantry. * [[Savaryn]]'s Kill Order makes their sprays very potent at effectively AAT 7 POW 14. == Tricks == * AAT 5 is inaccurate, but that can be overcome by hitting multiple targets. Enemy infantry will typically clump up after the first engagement when they have attacked your frontline. An Arkanist that overlaps 1 target is likely to kill nothing, while an Arkanist spraying 3 models is extremely likely to make a kill. * Just because your odds are bad doesn't mean you should decline a spray when relevant. Take the shot - maybe it pays off. {{Winter Korps Footer}} c7b34b0f36fe5a494ef17daca2bc43a1ac22dc52 File:Kontroller-Warmachine.jpg 6 246 789 2024-07-13T07:14:42Z Challenger 7 wikitext text/x-wiki Spray boi 0e4996aaf9a425cf2c11d8cce75f881b56e67e5b Kontroller 0 247 790 2024-07-13T07:33:43Z Challenger 7 First draft of the Kontroller wikitext text/x-wiki = Kontroller = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''The Kontrollers are the heavy weapon support troopers of the Annihilator Korps. Specialists in demolition even amongst the Annihilators, the kontrollers are expert military engineers and sappers trained to limit the movement of the enemy on the battlefield. Their armor is configured with a massive mechanika Froster cannon and an oversized cargo claw. The kontroller's cargo claw serves both as its primary melee weapon and to manipulate obstacles on the battlefield.'' [[File:Kontroller-Warmachine.jpg|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Kontroller''' || 4 || - || 6 || 5 || 10 || 19 || 10 |} 4 points ===Abilities:=== *'''Unstoppable''' *'''Resistance: Blast''' *'''Steady''' - This model cannot become knocked down. *'''Sturdy''' - This model cannot be pushed. *'''Girded''' - This model and friendly models B2B with it gain Resistance: Blast. *'''Bulldoze''' - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can only be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack. *'''Dual Attack''' *'''Repairable''' - This model can be targeted with Repair special actions as if it were a construct model. *'''Hauler (* Action)''' - RNG 1. Target Defense. If the target Defense is in range, you can immediately place it anywhere within 2" of this model. ===Weapons=== {{Ranged Weapon|Froster|5|SP10|1|-|14|*'''Pistol''' *'''Freeze''' - a model hit by this weapon becomes stationary for one round unless it has Resistance: Cold. *'''Damage type: Cold''' }} {{Melee Weapon|Cargo Claw|6|1|14|*'''Critical Pitch''': On a critical hit against a model with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The POW of collateral damage is equal to the POW of this attack. *'''Open Fist''' - This model can make throw power attacks }} == Role and strengths == '''A tough utility solo that can manipulate the battlefield.''' * Strong interactions with Defenses - See 'Defense Tricks' below. * Tough for a 4pt solo. You can do worse than ARM 19 with 10 wounds, steady, sturdy, and access to Tough from Sergei's leadership. * Stationary is a powerful condition to apply to enemy models. It is far worse to be stationary than to be knocked down, and very few models are resistance: Cold, while many are steady. * Can throw tough enemy heavies away from scenario points. * Both the gun and melee are above-average in damage. == Downsides == * Inaccurate - RAT 5 on the Kontroller needs support to consistently hit. You also don't want to be necessarily dedicating support to a 4pt solo. * Slow - SPD4 means Kontrollers will spend a lot of time running forwards rather than getting to shoot. * Lacks pathfinder * Requires a command card to be dedicated to it. * Manipulating defenses on the table can be awkward - particularly the ones below. == Synergy == * [[Savaryn]]’s Kill Order improves it significantly. A running theme from Savaryn. * [[Ekaterina]]'s Invocations of Wrath is a key hit buff the model appreciates. * [[Sergei Krol]]'s tough leadership can make them harder to remove. * The Defenses command card is nearly mandatory. == Defense Tricks == '''Spike Traps''' * Kontrollers can move Spike Traps onto scenario elements, as their Hauler movement does not care about the 3" restrictions that defenses have when initially placed. * When a Spike Trap is placed underneath an enemy model, it's considered to have 'entered' the area, meaning it takes the POW 10 spike trap damage immediately. * Kontrollers can potentially hit an entire unit of contesting models, or models engaging the frontline with this trick. * Placing spike traps underneath your caster or otherwise creating a bunker can keep powerful low arm models like Mage Hunter Assassins from assassinating you. * You may lose friends with this tech. '''Powder Kegs''' * One Kontroller can place a keg into a more advantageous position with the Hauler action for another model (even another Kontroller) to throw it with a power attack or trigger the action to destroy an enemy defense that was out of range previously. {{Winter Korps Footer}} 85c41d1940eca1c52fe718c588aa149cd1eb66a5 791 790 2024-07-13T07:34:16Z Challenger 7 /* Weapons */ wikitext text/x-wiki = Kontroller = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''The Kontrollers are the heavy weapon support troopers of the Annihilator Korps. Specialists in demolition even amongst the Annihilators, the kontrollers are expert military engineers and sappers trained to limit the movement of the enemy on the battlefield. Their armor is configured with a massive mechanika Froster cannon and an oversized cargo claw. The kontroller's cargo claw serves both as its primary melee weapon and to manipulate obstacles on the battlefield.'' [[File:Kontroller-Warmachine.jpg|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Kontroller''' || 4 || - || 6 || 5 || 10 || 19 || 10 |} 4 points ===Abilities:=== *'''Unstoppable''' *'''Resistance: Blast''' *'''Steady''' - This model cannot become knocked down. *'''Sturdy''' - This model cannot be pushed. *'''Girded''' - This model and friendly models B2B with it gain Resistance: Blast. *'''Bulldoze''' - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can only be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack. *'''Dual Attack''' *'''Repairable''' - This model can be targeted with Repair special actions as if it were a construct model. *'''Hauler (* Action)''' - RNG 1. Target Defense. If the target Defense is in range, you can immediately place it anywhere within 2" of this model. ===Weapons=== {{Ranged Weapon|Froster|5|SP10|1|-|14|*'''Pistol''' *'''Freeze''' - a model hit by this weapon becomes stationary for one round unless it has Resistance: Cold. *'''Damage type: Cold''' }} {{Melee Weapon|Cargo Claw|6|1|14|*'''Critical Pitch''': On a critical hit against a model with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The POW of collateral damage is equal to the POW of this attack. *'''Open Fist''' - This model can make throw power attacks }} == Role and strengths == '''A tough utility solo that can manipulate the battlefield.''' * Strong interactions with Defenses - See 'Defense Tricks' below. * Tough for a 4pt solo. You can do worse than ARM 19 with 10 wounds, steady, sturdy, and access to Tough from Sergei's leadership. * Stationary is a powerful condition to apply to enemy models. It is far worse to be stationary than to be knocked down, and very few models are resistance: Cold, while many are steady. * Can throw tough enemy heavies away from scenario points. * Both the gun and melee are above-average in damage. == Downsides == * Inaccurate - RAT 5 on the Kontroller needs support to consistently hit. You also don't want to be necessarily dedicating support to a 4pt solo. * Slow - SPD4 means Kontrollers will spend a lot of time running forwards rather than getting to shoot. * Lacks pathfinder * Requires a command card to be dedicated to it. * Manipulating defenses on the table can be awkward - particularly the ones below. == Synergy == * [[Savaryn]]’s Kill Order improves it significantly. A running theme from Savaryn. * [[Ekaterina]]'s Invocations of Wrath is a key hit buff the model appreciates. * [[Sergei Krol]]'s tough leadership can make them harder to remove. * The Defenses command card is nearly mandatory. == Defense Tricks == '''Spike Traps''' * Kontrollers can move Spike Traps onto scenario elements, as their Hauler movement does not care about the 3" restrictions that defenses have when initially placed. * When a Spike Trap is placed underneath an enemy model, it's considered to have 'entered' the area, meaning it takes the POW 10 spike trap damage immediately. * Kontrollers can potentially hit an entire unit of contesting models, or models engaging the frontline with this trick. * Placing spike traps underneath your caster or otherwise creating a bunker can keep powerful low arm models like Mage Hunter Assassins from assassinating you. * You may lose friends with this tech. '''Powder Kegs''' * One Kontroller can place a keg into a more advantageous position with the Hauler action for another model (even another Kontroller) to throw it with a power attack or trigger the action to destroy an enemy defense that was out of range previously. {{Winter Korps Footer}} 1b61926d71bfa6e579d73837127e80a6b9b6fad0 793 791 2024-07-13T07:39:19Z Challenger 7 /* Defense Tricks */ wikitext text/x-wiki = Kontroller = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''The Kontrollers are the heavy weapon support troopers of the Annihilator Korps. Specialists in demolition even amongst the Annihilators, the kontrollers are expert military engineers and sappers trained to limit the movement of the enemy on the battlefield. Their armor is configured with a massive mechanika Froster cannon and an oversized cargo claw. The kontroller's cargo claw serves both as its primary melee weapon and to manipulate obstacles on the battlefield.'' [[File:Kontroller-Warmachine.jpg|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Kontroller''' || 4 || - || 6 || 5 || 10 || 19 || 10 |} 4 points ===Abilities:=== *'''Unstoppable''' *'''Resistance: Blast''' *'''Steady''' - This model cannot become knocked down. *'''Sturdy''' - This model cannot be pushed. *'''Girded''' - This model and friendly models B2B with it gain Resistance: Blast. *'''Bulldoze''' - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can only be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack. *'''Dual Attack''' *'''Repairable''' - This model can be targeted with Repair special actions as if it were a construct model. *'''Hauler (* Action)''' - RNG 1. Target Defense. If the target Defense is in range, you can immediately place it anywhere within 2" of this model. ===Weapons=== {{Ranged Weapon|Froster|5|SP10|1|-|14|*'''Pistol''' *'''Freeze''' - a model hit by this weapon becomes stationary for one round unless it has Resistance: Cold. *'''Damage type: Cold''' }} {{Melee Weapon|Cargo Claw|6|1|14|*'''Critical Pitch''': On a critical hit against a model with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The POW of collateral damage is equal to the POW of this attack. *'''Open Fist''' - This model can make throw power attacks }} == Role and strengths == '''A tough utility solo that can manipulate the battlefield.''' * Strong interactions with Defenses - See 'Defense Tricks' below. * Tough for a 4pt solo. You can do worse than ARM 19 with 10 wounds, steady, sturdy, and access to Tough from Sergei's leadership. * Stationary is a powerful condition to apply to enemy models. It is far worse to be stationary than to be knocked down, and very few models are resistance: Cold, while many are steady. * Can throw tough enemy heavies away from scenario points. * Both the gun and melee are above-average in damage. == Downsides == * Inaccurate - RAT 5 on the Kontroller needs support to consistently hit. You also don't want to be necessarily dedicating support to a 4pt solo. * Slow - SPD4 means Kontrollers will spend a lot of time running forwards rather than getting to shoot. * Lacks pathfinder * Requires a command card to be dedicated to it. * Manipulating defenses on the table can be awkward - particularly the ones below. == Synergy == * [[Savaryn]]’s Kill Order improves it significantly. A running theme from Savaryn. * [[Ekaterina]]'s Invocations of Wrath is a key hit buff the model appreciates. * [[Sergei Krol]]'s tough leadership can make them harder to remove. * The Defenses command card is nearly mandatory. == Defense Tricks == '''Spike Traps''' * Kontrollers can move Spike Traps onto scenario elements, as their Hauler movement does not care about the 3" restrictions that defenses have when initially placed. * When a Spike Trap is placed underneath an enemy model, it's considered to have 'entered' the area, meaning it takes the POW 10 spike trap damage immediately. * Kontrollers can potentially hit an entire unit of contesting models, or models engaging the frontline with this trick. * Placing spike traps underneath your caster or otherwise creating a bunker can keep powerful low arm models like Mage Hunter Assassins from assassinating you. * You may lose friends with this tech. [[File:Hauler.png|frameless|center|Hitting 5 infantry models with a *Hauler]] '''Powder Kegs''' * One Kontroller can place a keg into a more advantageous position with the Hauler action for another model (even another Kontroller) to throw it with a power attack or trigger the action to destroy an enemy defense that was out of range previously. {{Winter Korps Footer}} f6150434394603e4129f12428cd8ebc81d74fdab File:Hauler.png 6 248 792 2024-07-13T07:38:46Z Challenger 7 wikitext text/x-wiki A demonstration of the Hauler * action fd8e2655e1826db17e98c3d05590750ffec2af92 Sergei Krol 0 249 794 2024-07-13T07:48:54Z Gedditoffme 2 Redirected page to [[Sergeant Sergei Krol]] wikitext text/x-wiki #REDIRECT [[Sergeant Sergei Krol]] 46721582cebd0ebf9de7a97b270acea84fa83199 Editor talkpage 0 250 795 2024-07-13T10:27:59Z Gedditoffme 2 Created page with "Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> ~~~~ == General == Any feature requests or changes to structure of wiki? ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person..." wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 67529976c460397a2653fb4fb33f5dfa52f7ebe7 User:Gedditoffme 2 251 796 2024-07-13T10:30:31Z Gedditoffme 2 Created page with "Hey, Released the War Machine Academy wiki on 5th July, and want to keep pushing it to 'finished'. Feel free to get in touch here or on [[Editor talkpage]] if you need anything, let me help you edit the pages you know best! ~~~~" wikitext text/x-wiki Hey, Released the War Machine Academy wiki on 5th July, and want to keep pushing it to 'finished'. Feel free to get in touch here or on [[Editor talkpage]] if you need anything, let me help you edit the pages you know best! [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:30, 13 July 2024 (UTC) df32becbfc178a41e0f36ae386bc76790bf3c9af Editors Style Guide 0 6 797 695 2024-07-13T10:31:13Z Gedditoffme 2 wikitext text/x-wiki Wikis grow organically based on the enthusiasm of editors, however a consistent style and quality helps ensure a useful resource for readers. Please discuss thoughts, concerns, or the direction of the wiki with other editors on [[Editor talkpage]] == Templates == Copy and paste an existing page and follow the same format. Some 'blank' pages with comments & guidance are below - just 'edit', copy and paste to the new page, and start filling in the blanks. * [[Model Blank Template]] for most units, solos etc * [[Warcaster Blank Template]] for Warcasters, Warlocks, Monstrosities * [[Warjack Loadout Blank Template]] for Mk4 Warjacks, Warbeasts or Monstrosities with multiple weapon options == Naming conventions == Pages are named after models exactly as written in the app Characters can be shortened to just the the single name (and number if necessary) on the model's profile. Redirect links should take the single name to their full page. == Quick guide to wikicode == Most of the time you should just copy the code from another page or the above templates, delete the text in each section and modify from there. The code is simple enough that you'll probably work it out by doing this - some tips below. * <nowiki>[[Pagename]]</nowiki> to link to Pagename ** As a guideline, whenever you reference another model, or any other page in this wiki you should link there * <nowiki>{{Template}}</nowiki> to insert the contents of Template ** This wiki uses templates for spells, so can reuse them in a consistent format. ** Each page also has a footer template that gives links to the rest of the army. ** Melee and Ranged weapons have a template that plugs the numbers you give it into the right places. Best way is to copy and paste another model's weapons and work it out. * <nowiki>*</nowiki> at the start of a line puts it as a bullet point. <nowiki>**</nowiki> indents it more as a 'subpoint' ** Most text under a section should be in short bullet points - it helps with readability. There might be an introductory sentence to set the scene or draw attention to the biggest point - eg summarising why you take a model before iterating all it's strengths. * <nowiki>== Heading ==</nowiki> is used for headings. More = signs makes it a lower level subheading ** Headings generally copy the format from another article * Experiment with the text editor icons - they are a simple way to add images, links, redirects or tables. There's a more detailed guide here https://en.wikipedia.org/wiki/Help:Wikitext, or you can look up any guides to Mediawiki. == Rules for editors == === 1 Please edit! === We want as many voices as possible. * If a page is missing from your faction, start it. * If a synergy, or awesome play is missing from your favourite model, edit the article to add it * If it's your first time and you make a mistake, someone can clean it up. This resource will only be as good as the community can make it - and we'd love your input === 2 Be Positive === Presumption that a model was designed with a purpose, and find the reason to use it. "PP Plz Buff" is not the goal of this wiki. * Focus on the good points rather than what is missing. * If the model is overshadowed by a model with a similar role, feel free to call it out and why. But don't dwell too long on this, and highlight the positive point of difference. * A cheap model will be missing some things: consider its value. === 3 Explain Why === Use good but brief reasoning to say why. * Instead of "Synergy with Krol", say "Krol's leadership ability gives Wrecking Crew tough while within 10" === 4 Be respectful === * We're here because we enjoy Warmachine! Be nice * Seek to understand or expand if you don't agree with an edit. Be curious about the difference, and don't revert changes without exploring more. = Wiki Structure = The goal is for each of the following to exist * A landing page for each army, including an index of available models and general playstyle * A page for each model * A template page for each spell 3b77303491e03e7d29ea5030438fd6b0c29e3d5e MediaWiki:Sidebar 8 32 798 711 2024-07-13T10:32:05Z Gedditoffme 2 wikitext text/x-wiki * Main Menu ** Main_Page| Home Page ** Editors Style Guide| Editing Guide ** Editor talkpage| Editor talkpage ** Wiki Scope|Wiki Scope ** Links and Podcasts|Links and Podcasts * MkIV Factions ** Cryx Necrofactorium|Cryx Necrofactorium ** Cygnar Storm Legion|Cygnar Storm Legion ** Dusk House Kallyss|Dusk House Kallyss ** Khador Winter Korps|Khador Winter Korps ** Khymaera Shadowflame Shard|Khymaera Shadowflame Shard ** Orgoth Sea Raiders|Orgoth Sea Raiders ** Southern Kriels Brineblood Marauders|Southern Kriels Brineblood Marauders * Legacy Prime Factions ** Circle Devourers Host|Circle Devourers Host ** Circle Secret Dominion|Circle Secret Dominion ** Convergence of Cyriss|Convergence of Cyriss ** Crucible Guard|Crucible Guard ** Cryx Blackfleet|Cryx Blackfleet ** Cryx Dark Host|Cryx Dark Host ** Cygnar First Army|Cygnar First Army ** Cygnar Storm Knights|Cygnar Storm Knights ** Grymkin|Grymkin ** Infernals|Infernals ** Khador 5th Division|Khador 5th Division ** Khador Armored Korps|Khador Armored Korps ** Legion Dragon's Host|Legion Dragon's Host ** Legion Ravens of War|Legion Ravens of War ** Merc Blindwater Congregation|Merc Blindwater Congregation ** Merc Dark Operations|Merc Dark Operations ** Merc Rhul Guard|Merc Rhul Guard ** Merc Soldiers of Fortune|Merc Soldiers of Fortune ** Merc Talion Charter|Merc Talion Charter ** Merc Thornfall Alliance|Merc Thornfall Alliance ** Protectorate Final Interdiction|Protectorate Final Interdiction ** Protectorate Temple Guardians|Protectorate Temple Guardians ** Retribution Legions of Dawn|Retribution Legions of Dawn ** Retribution Shadows of the Retribution|Retribution Shadows of the Retribution ** Skorne Army of the Western Reaches|Skorne Army of the Western Reaches ** Skorne Exalted|Skorne Exalted ** Trollbloods Storm of the North|Trollbloods Storm of the North ** Trollbloods United Kriels|Trollbloods United Kriels * Navigation ** mainpage|mainpage-description ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help-mediawiki * SEARCH * TOOLBOX * LANGUAGES fb9e73cc3efeaa44f881a964003cd3b7d06ae4f1 Main Page 0 1 799 483 2024-07-13T10:32:38Z Gedditoffme 2 /* For editors */ wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Warmachine Academy is a wiki dedicated to strategy for Warmachine Mk4! [[File:Warmachine Academy Logo.png]] == How to use == Click on the sidebar, find your faction and explore. Or search for a model. If you disagree with what you see, hit 'edit' at the top and add your own insights. == For editors == There's still a lot of red links, or incomplete articles. We'd love your help, even if just for one model or one section. * [[Editors Style Guide]] gives some advice for editing * [[Editor talkpage]] to discuss direction of the wiki, your faction, or just chat * For consistency when making a new page, please copy an existing article and modify * Feel free to dive in, or only start with a single section of an article. * Don't know what you're doing? That's fine: doing is the best way to learn ** Search for guides on mediawiki code if you want to use advanced features ** Mistakes can be fixed Focus for now is on Mk4 factions, with Legacy a second priority. See [[Wiki Scope]] for more. 1bd590e0d74438aa386ed60ea3a388ddc7065b1f Khador Winter Korps 0 31 800 732 2024-07-13T11:59:59Z 2607:FEA8:4CC0:500:BEE5:69E6:FBEF:3724 0 /* Why Play Winter Korps */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There aren't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Kapitan Ekaterina Baranova, is a heavily magic focused Winter Korps Warcaster that can also be immensely flexible as a support warcaster. Baranova is able to leverage any spell off of the rack and comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance through her Warjacks which allows her to get a great amount of use out of the offensive spells Winter Korps has access to. Baranova has an incredible Feat, possibly one of the strongest denial feats currently in the game, comparable to Zerkova 1's feat from previous editions of the game. Baranova's Feat drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Baranovas feat is best used to hit the opponent, feat stopping the enemy from counter attacking, and then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation of Wrath amplifies the accuracy of the whole army. Her worst problem is she tends to want to do everything all at once, but never has enough Focus to do more then one or two things a turn because she is often times upkeeping 2 to 3 upkeeps spells too. However, the Power Swell command card gives her the extra Focus for the one Turn that might win you the game. If you want learn to play the resource management minigame of Warmachine Focus based armies, she is the Warcaster for you with both strong offensive and defensive options. === [[Kapitan Ilari Borisyuk]] === Kapitan Ilari Borisyuk is the Widowmaker Warcaster of the Winter Korps army. Sadly, that doesn't mean he brings something special to Winter Korps. What he does bring, is an extremely versatile gun, with very good ammo types to support his army, or contribute to the game himself. Ilari Borisyuk prefers to maximize shooting with his gun, over casting spells, so most of the time he will just upkeep one or two Spells, and then use the Rest of his Focus to Boost his shots and/or buy a second one. It is helpful to try to save at least one to two Focus on him to reduce damage during your opponents turn, because he tends to die really fast due to his very low ARM of 14 and only 16 damage boxes. He has Prowl at least, which saves him a little bit when he is able to get into concealment or cover. Before the Release of the Mastodon, he was probably Winter Korps best answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allows you to move attack with your whole Battlegroup once, before actually activating it, therefore allowing you to greatly increase the threat range of models in his battlegroup. However, there are many effects outside there preventing the trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the moment. It should be noted, that he can be the absolute King of small point games, due to the simple fact that his ammo types matter even more and he can often taken down a model or two per turn himself with less risk to himself in small point games. === [[Kapitan Yana Kovoskiy]] === Yana is one of Winter Korps melee warcaster. She rides to battle on a huge bear, she's got a mountain of initial attacks, and whether she's clearing units of infantry or tearing a heavy apart it's all playing into her strategy of triggering her Conferred Rage ability to buff her Warjacks even further. She also has 2, decent ranged attacks which have Arcing Fire and Critical Armor-Piercing, which can allow here to stand back and trigger Conferred Rage from distance if it is a bad idea to charge in and get personal with her opponents models. Yana lists can make decisions about whether they want to maximize Conferred Rage benefits by playing Warjack heavy, or playing infantry who benefit from her feat and her spell list. On a turn by turn basis, she decides whether she's supporting the army passively, or using her focus to get personally involved. Ultimately, Yana is a very rewarding caster with a flexible list build and playstyle, who gets an advantage in piece trading and the end-game because she's personally a monster combat model who can cast Battle Lust, her personal, non-Spell Rack, upkeep spells on herself, which gives her and extra die on melee damage rolls, but also gives her -2 DEF. === [[Kommander Tatiana Sikora]] === [Place Holder] Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. === [[Kommander Valerii Savaryn]] === Arguably, Kommander Valerii Savaryn is the best Warcaster Winter Korps has to offer, and maybe a contestant for the best Leader model in Warmachine right now. Savaryn, has a strong combination of Battle Plans, Spells, and a Feat that can pump models in Winter Korps armies up to 11. One of his battle plans, Kill Order effects all friendly warrior models, not just friend faction warriors models, which allows him to give a +2 Attack and Damage Buff to all friendly warriors models, including the various Mercenary option for Winter Korps. Savaryn, can also speed up one of his Warjacks to ludicrous levels of movement, due to the combined effects of the spells Escort and Superiority. His Feat allows his army to shoot everything, everywhere, all at once, without any Defense Tech, along with use his battle plans 3 times during is activation in any combination Savaryn wants. If you are just looking for a very strong Warcaster, with good abilities and a good Spell list, Savaryn is your Guy. {{Winter Korps Footer}} 7d265b2802298ecb36cb6f742039c3635683f4c8 Editor talkpage 0 250 801 795 2024-07-13T12:11:10Z 108.175.90.172 0 /* General */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? - What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 1e90edf60cae999d331bcbda42d399c43d84554f 802 801 2024-07-13T12:14:06Z 108.175.90.172 0 /* General */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? - What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 645e0b4de6fd45ef9a8ae7a383dc61920d7c477b 803 802 2024-07-13T12:14:43Z 108.175.90.172 0 wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? - What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. <nowiki>~~~~</nowiki> ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 5fd6deedefd71ff3e48ca3f5c545bd84754c793b 804 803 2024-07-13T12:15:21Z 108.175.90.172 0 /* General */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? - What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 645e0b4de6fd45ef9a8ae7a383dc61920d7c477b 805 804 2024-07-13T12:57:47Z 36.255.115.0 0 wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature == General == Any feature requests or changes to structure of wiki? - What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] -- Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 41f0382e603abec34473f934f6c967258289d81e 806 805 2024-07-13T12:58:09Z 36.255.115.0 0 wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 20eb05f0c221581b589f4caa3353e8ebd2ef3419 807 806 2024-07-13T22:04:38Z Jlav 18 /* General */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) dd75f34a581f1a2b27fd0af3c7bf7d84ba365e43 808 807 2024-07-13T22:05:07Z Jlav 18 /* General */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 18b79684a28a4a3d7bad81b4a2af6f22e88a9e94 809 808 2024-07-13T23:09:25Z Gedditoffme 2 wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 1217f90d0f71767cad60f128a9501ed330234bca 818 809 2024-07-14T03:45:28Z Gedditoffme 2 /* General */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 62d8f10bd46058ffcc58c665d267f0d1b9aef6db Dire Wolf 0 35 810 94 2024-07-14T02:30:34Z Gedditoffme 2 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Heavy Warjack]]'''</span> [[File:Dire Wolf.webp|thumb|right]] ''Despite the unrest that plagued Khador in the years following the war with the infernals, a war that kept the Motherland from taking advantage of the full fruits of the technological renaissance that swept the other Iron Kingdoms, the nation was not entirely without its own innovations. Long a dream of the Khadoran High Kommand, the Dire Wolf was envisioned as a modern warjack designed to support Khador’s infantry forces in the field. Lighter and faster than any Khadoran warjack ever built, the machine was engineered to act as an anchor point for the infantry in battle. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Dire Wolf ''' || 5 || - || 6 || 5 || 11 || 19 || 30 |} ===Abilities:=== *'''Dual Attack, Construct, Power Attacks: Trample, Headbutt, Slam''' (Standard Heavy Warjack rules) *'''Anchor''' - Friendly warrior models cannot be knocked down while B2B with this model <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === * '''Evasive: 1pt''': When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Overtake: 2pt''': When this model destroys one of more enemy attacks with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". * '''Pathfinder: 2pt''' * '''Shield Guard: 1pt''': When a friendly model is directly hit by a non-spray ranged attack while within 3" of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary. Shield Guard can only be used once per attack. === Right Arm === <big>Bombard PC6</big> {{Ranged Weapon|<!--Name-->Bombard |<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8|PC 6 *'''Arcing Fire'''}} <big>Cannon PC5</big> {{Ranged Weapon|<!--Name-->Cannon |<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->15| *'''Beat Back''' *'''Critical Knockdown'''}} <big>Ice Hammer PC4</big> {{Melee Weapon|<!--Name-->Ice Hammer|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|* '''Critical Freeze'''}} <big>Long Axe PC5</big> {{Melee Weapon|<!--Name-->Long Axe|<!--MAT-->6|<!--RNG-->2|<!--POW-->16|}} === Left Arm === <big>Flame Fist PC4</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Pistol''' *'''Fire type, Continuous fire'''}} {{Melee Weapon|<!--Name-->Open Fist|<!--MAT-->6|<!--RNG-->1|<!--POW-->14| * '''Throw'''}} <big>Heavy Chain Gun PC6</big> {{Ranged Weapon|<!--Name-->Heavy Chain Gun|<!--RAT-->5|<!--Rng-->10|<!--ROF-->D3+1|<!--AOE-->-|<!--POW-->12|*'''Volume Fire'''}} <big>Plow Shield PC4</big> {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Granted Girded:''' This model and friendly models B2B with it gain Resistance:Blast}} <big>Scrap Saw PC3</big> {{Melee Weapon|<!--Name-->Scrap Saw|<!--MAT-->6|<!--RNG-->1|<!--POW-->15|* '''Critical Shred'''}} </div> == Role and strengths == A defensive utility piece for winter korps - it's main job will be protecting key models and forming a cheap roadblock. * At 9pts and arm21 with a shield and hammer, it it some of the best value armour bricks in the game. * Common bodyguard for your warcaster: spreading girded, anchor and shield guard as needed, and standing in front to block charges. * Good choice for taking and holding 50mm objectives, being cheap and hard to remove. == Recommended loadouts == === Shield Guard, Ice Hammer, Plow Shield: 9pts === This is a bare bones option that you'll commonly see in lists. It can work for anyone as a bodyguard, giving all the defensive abilities (anchor, girded, shield guard). It also sports a good pow17 hammer for when it needs to fight. [[Sikora]] loves multiples of this, as it is cheap, spreads positive charge well, and her feat pushes it to arm23 in melee. === Shield Guard, Ice Hammer, Heavy Chain Gun: 11pts === This is a more premium bodyguard, gives a similar role to the previous option but swaps shield for a gun. This lets it do some damage while sitting back, and still shield guard or anchor if needed. == Downsides == * A little 'bare bones': no flashy abilities. But no complaints for the price == Synergy == * [[Sikora]] Loves them to stand next to wrecking crews, spreading positive charge, shield guard, and being almost indestrictable with her feat. * [[Baranova]] takes them as cheap channelers, and she needs the bodyguard as much as anyone * [[Savaryn]] benefits from escort, giving him extra armour in addition to the other bodyguard abilities * [[Arkanists]] will be needed to give focus or magic weapons, especially once you take 2 warjacks or more. == Tricks == * Evasive is the same price as shield guard, and a free move can be a nice surprise for an opponent's shooting. {{Winter Korps Footer}} 259669f55e21a3968ab4192d485df923a0310d14 812 810 2024-07-14T03:06:36Z Gedditoffme 2 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Heavy Warjack]]'''</span> [[File:Dire Wolf.webp|thumb|right]] ''Despite the unrest that plagued Khador in the years following the war with the infernals, a war that kept the Motherland from taking advantage of the full fruits of the technological renaissance that swept the other Iron Kingdoms, the nation was not entirely without its own innovations. Long a dream of the Khadoran High Kommand, the Dire Wolf was envisioned as a modern warjack designed to support Khador’s infantry forces in the field. Lighter and faster than any Khadoran warjack ever built, the machine was engineered to act as an anchor point for the infantry in battle. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Dire Wolf ''' || 5 || - || 6 || 5 || 11 || 19 || 30 |} ===Abilities:=== *'''Dual Attack, Construct, Power Attacks: Trample, Headbutt, Slam''' (Standard Heavy Warjack rules) *'''Anchor''' - Friendly warrior models cannot be knocked down while B2B with this model <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === * '''Evasive: 1pt''': When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Overtake: 2pt''': When this model destroys one of more enemy attacks with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1". * '''Pathfinder: 2pt''' * '''Shield Guard: 1pt''': When a friendly model is directly hit by a non-spray ranged attack while within 3" of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary. Shield Guard can only be used once per attack. === Right Arm === <big>Bombard PC6</big> {{Ranged Weapon|<!--Name-->Bombard |<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8|PC 6 *'''Arcing Fire'''}} <big>Cannon PC5</big> {{Ranged Weapon|<!--Name-->Cannon |<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->15| *'''Beat Back''' *'''Critical Knockdown'''}} <big>Ice Hammer PC4</big> {{Melee Weapon|<!--Name-->Ice Hammer|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|* '''Critical Freeze'''}} <big>Long Axe PC5</big> {{Melee Weapon|<!--Name-->Long Axe|<!--MAT-->6|<!--RNG-->2|<!--POW-->16|}} === Left Arm === <big>Flame Fist PC4</big> {{Ranged Weapon|<!--Name-->Flamethrower|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Pistol''' *'''Fire type, Continuous fire'''}} {{Melee Weapon|<!--Name-->Open Fist|<!--MAT-->6|<!--RNG-->1|<!--POW-->14| * '''Throw'''}} <big>Heavy Chain Gun PC6</big> {{Ranged Weapon|<!--Name-->Heavy Chain Gun|<!--RAT-->5|<!--Rng-->10|<!--ROF-->D3+1|<!--AOE-->-|<!--POW-->12|*'''Volume Fire'''}} <big>Plow Shield PC4</big> {{Melee Weapon|<!--Name-->Plow Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|* '''Shield''' (+2 Arm) *'''Granted Girded:''' This model and friendly models B2B with it gain Resistance:Blast}} <big>Scrap Saw PC3</big> {{Melee Weapon|<!--Name-->Scrap Saw|<!--MAT-->6|<!--RNG-->1|<!--POW-->15|* '''Critical Shred'''}} </div> == Role and strengths == A defensive utility piece for winter korps - it's main job will be protecting key models and forming a cheap roadblock. * At 9pts and arm21 with a shield and hammer, it it some of the best value armour bricks in the game. * Common bodyguard for your warcaster: spreading girded, anchor and shield guard as needed, and standing in front to block charges. * Good choice for taking and holding 50mm objectives, being cheap and hard to remove. == Recommended loadouts == === Shield Guard, Ice Hammer, Plow Shield: 9pts === This is a bare bones option that you'll commonly see in lists. It can work for anyone as a bodyguard, giving all the defensive abilities (anchor, girded, shield guard). It also sports a good pow17 hammer for when it needs to fight. [[Sikora]] loves multiples of this, as it is cheap, spreads positive charge well, and her feat pushes it to arm23 in melee. === Shield Guard, Ice Hammer, Heavy Chain Gun: 11pts === This is a more premium bodyguard, gives a similar role to the previous option but swaps shield for a gun. This lets it do some damage while sitting back, and still shield guard or anchor if needed. == Downsides == * A little 'bare bones': no flashy abilities. But no complaints for the price == Synergy == * [[Sikora]] Loves them to stand next to wrecking crews, spreading positive charge, shield guard, and being almost indestrictable with her feat. * [[Baranova]] takes them as cheap channelers, and she needs the bodyguard as much as anyone * [[Savaryn]] benefits from escort, giving him extra armour in addition to the other bodyguard abilities * [[Arkanists]] will be needed to give focus or magic weapons, especially once you take 2 warjacks or more. == Tricks == * Evasive is the same price as shield guard, and a free move can be a nice surprise for an opponent's shooting. {{Winter Korps Footer}} c4fe442c07c29b707635270ca861fa5d04c82362 File:Great Bear.webp 6 252 811 2024-07-14T02:32:54Z Gedditoffme 2 wikitext text/x-wiki Great Bear bbba971816cac09646309467d39c41ddbc4748d7 Great Bear 0 253 813 2024-07-14T03:26:34Z Gedditoffme 2 Created page with "<span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Heavy Warjack]]'''</span> [[File:Great Bear.webp|thumb|right]] ''While not as innovative as the lighter Dire Wolf chassis, the Great Bear sets Khador’s new standard for heavy warjacks. As physically powerful and durable as the Motherland’s last generation of heavy warjacks, the Great Bear also offers a more stable weapon platform alongside a suite of advanced optics, greatly increasing its proficiency i..." wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Heavy Warjack]]'''</span> [[File:Great Bear.webp|thumb|right]] ''While not as innovative as the lighter Dire Wolf chassis, the Great Bear sets Khador’s new standard for heavy warjacks. As physically powerful and durable as the Motherland’s last generation of heavy warjacks, the Great Bear also offers a more stable weapon platform alongside a suite of advanced optics, greatly increasing its proficiency in ranged combat. Its massive steam engine grants it the force necessary to knock aside its opposition’s heaviest machines. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Great Bear ''' || 4 || - || 7 || 5 || 10 || 20 || 34 |} ===Abilities:=== *'''Dual Attack, Construct, Power Attacks: Trample, Headbutt, Slam''' (Standard Heavy Warjack rules) *'''Unstoppable''' *'''Bulldoze''' When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack. <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === * '''Aggressive: PC2''' ** This model can run or charge without spending a focus point. ** Heavy Boiler: This model gains +2SPD when running * '''Mage Static: PC3''': Spells cast by enemy models within 10" of this model suffer +1 COST and -3 RNG * '''Reposition [2"]: PC2''' ** '''Slammer: PC1''' ** '''Gladiator''' ** '''Follow Up''' When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model, up to the distance the slammed model was moved. ** '''Grand Slam''' This model can make slam power attacks without spending a focus point. Models slammed by this model are moved an additional 2". === Right Arm === <big>Battle Mace PC7</big> {{Melee Weapon|<!--Name-->Battle Mace|<!--MAT-->7|<!--RNG-->2|<!--POW-->19|* '''Beat Back''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. * '''Critical Smite'''}} <big>Deep Freezer PC7</big> {{Ranged Weapon|<!--Name-->Deep Freezer |<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/8|*'''Critical Freeze''' On a critical hit, a model hit becomes stationary for one round unless it has Resistance: Cold.}} <big>Grinder PC7</big> {{Ranged Weapon|<!--Name-->Grinder|<!--RAT-->5|<!--Rng-->10|<!--ROF-->2D3|<!--AOE-->-|<!--POW-->12| *'''Volume Fire''' Gain +1 to attack and damage rolls with this weapon against medium-based models and +2 to attack and damage rolls against larger-based models.}} <big>Heavy Cannon PC8</big> {{Ranged Weapon|<!--Name-->Heavy Cannon|<!--RAT-->5|<!--Rng-->15|<!--ROF-->1|<!--AOE-->-|<!--POW-->16| *'''Momentum''' A small or medium based model directly hit by this attack is slammed d3" directly away from this model. The POW of the collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down.}} === Left Arm === <big>Battle Axe PC5</big> {{Melee Weapon|<!--Name-->Battle Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->18| * '''Critical Amputation''' On a critical hit on a warjack or warbeast, fill the unmarked damage boxes or circles on the last column or branch damaged.}} <big>Blasting Fist PC4</big> {{Melee Weapon|<!--Name-->Blasting Fist|<!--MAT-->7|<!--RNG-->1|<!--POW-->17|* '''Critical Knockdown'''}} <big>Dozer PC6</big> {{Ranged Weapon|<!--Name-->Dozer |<!--RAT-->5|<!--Rng-->10|<!--ROF-->2|<!--AOE-->-|<!--POW-->15|*'''Beat Back''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} <big>Heavy Cannon Shield PC6</big> {{Melee Weapon|<!--Name-->Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Shield''' (+2 Arm)}} {{Ranged Weapon|<!--Name-->Cannon|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->14| *'''Pistol'''}} </div> == Role and strengths == The REAL "Heavy" Heavy Warjack of Winter Korps, being about 1 'heavier' in every stat (eg -1 Spd, -1 Def, +1 Arm) compared to the Dire Wolf. The Great Bear's role depends on the loadout, but generally it is doing direct damage to big targets and taking the retaliation, coming in crutch when needed. General advice is to not skimp too much on spending more on a great bear to get it more flexibility, 1 good gun and a good melee weapon is a good guide, as most Warcasters appreciate an all-rounder. * Spd4, Def10, Arm20 is a standard for khador, and says it is slow but difficult to kill. You can pump the arm higher with a shield, and Iron Flesh spell. * Avenging Force and Superiority on the rack can add 5" threat range. A few casters can also increase this, notably [[Borisyuk]]'s feat, [[Savaryn]] with Escort and [[Yana]] with Alpha Hunter. Aggressive head also gives Heavy Boiler, letting him run further for the first few turns. While nominally slow, they can usually get into melee when needed, although they might be charged first * These guys are here to bully the late game. A common Khador strat is to use opening engagements to trade off anything that can threaten your warjacks: enemy heavies, big debuff abilities (eg Kiss of Lylyss, Dark Shroud), weaponmaster infantry. If you have the last heavy and most threats are accounted for, he can run the table uncontested. This is another reason to take a gun and melee weapon: keep him safe shooting early but be prepared for him to charge later and finish off the last significant enemy. * Heavy Cannon, Grinder, and to some extent Dozer are fantastic guns. All 3 are good against most targets, though cavalry and heavies are ideal. Heavy Cannon reaches far, and with momentum can slam into 2 small or medium enemies: for this reason a support solo or tough warrior is sometimes a better target than damaging a cohort. == Recommended loadouts == === Aggressive, Heavy Cannon, Battle Axe: 15pts === A good all-rounder heavy, with some of the best shooting and melee options available. It aims to spend the first few turns advancing and shooting with one of the longest range, highest pow guns in the game, preferably multiple times per turn using [[Magziev Zariyah Volkova]]'s ancillary attack or [[Borisyuk]]'s feat. If an opportunity opens to get stuck in, a free charge and a POW18 axe with Crit Amputation should come close to destroying an enemy heavy. While this is an expensive option, it is worth it and can be taken with most warcasters. == Downsides == * Def10 leaves them vulnerable to debuffs: he's not dodging much from there * Tend to be on the expensive end. You can build a 'cheap and cheerful' 12pt model, although that role is probably even cheaper on a [[Dire Wolf]]'s 9pt Hammer+Shield option. * With the release of the [[Mastodon]], Great Bears sometimes feel squeezed between a cheaper [[Dire Wolf]] and a more powerful [[Mastodon]] - especially since the [[Mastodon]] brings 4 guns of the same quality as the Great Bear's one and takes single target buffs well. ** [[Savaryn]] and [[Baranova]] lists are tending to prefer Mastodons ** [[Tatiana]] often takes mostly cheap [[Dire Wolf]]s. ** Having said this, Great Bears still have a good place in [[Borisyuk]] (due to feat allowing out of activation movement and multiple models benefit from feat), and [[Yana]] able to give Conferred Rage and overtake / cleave to more models. ** In truth, this is mainly a concern for multiple Great Bears. Most casters can fit one in their lists. == Synergy == * [[Borisyuk]] Loves a firing squad of them, as they all want more shots from his feat. A secret is the feat also works great in melee - you can advance 3" closer before you move then charge, or use an axe / mace attack as your feat attack. Pathfinder, blessed from Dark Unravelling, and flare shots from [[Borisyuk]]'s gun also hugely benefit Great Bears. * [[Arkanists]] will be needed to give focus or magic weapons, especially once you take 2 warjacks or more. * [[Magziev Zariyah Volkova]] will benefit a shooting Bear with Ancillary Attack or Guidance. Heavy Cannons are really nice to shoot twice. * [[Sergeant Sergei Krol]] Can use tune up to give them pathfinder and shake stationary, pathfinder and continuous effects. He can also 1-2 punch heavy targets by Harpooning them into range of a Great Bear's axe (if Krol doesn't accidentally kill them himself). == Tricks == * Bulldoze to push away enemies engaging you, then walk out anyway with unstoppable to shoot at whatever you need. If you're not engaged but close, you can also use bulldoze to give yourself room to charge. {{Winter Korps Footer}} 3a5a4008c4a5a71854de9ce13297f1419132a483 814 813 2024-07-14T03:27:01Z Gedditoffme 2 /* Head */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Heavy Warjack]]'''</span> [[File:Great Bear.webp|thumb|right]] ''While not as innovative as the lighter Dire Wolf chassis, the Great Bear sets Khador’s new standard for heavy warjacks. As physically powerful and durable as the Motherland’s last generation of heavy warjacks, the Great Bear also offers a more stable weapon platform alongside a suite of advanced optics, greatly increasing its proficiency in ranged combat. Its massive steam engine grants it the force necessary to knock aside its opposition’s heaviest machines. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Great Bear ''' || 4 || - || 7 || 5 || 10 || 20 || 34 |} ===Abilities:=== *'''Dual Attack, Construct, Power Attacks: Trample, Headbutt, Slam''' (Standard Heavy Warjack rules) *'''Unstoppable''' *'''Bulldoze''' When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack. <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === * '''Aggressive: PC2''' ** This model can run or charge without spending a focus point. ** Heavy Boiler: This model gains +2SPD when running * '''Mage Static: PC3''': Spells cast by enemy models within 10" of this model suffer +1 COST and -3 RNG * '''Reposition [2"]: PC2''' * '''Slammer: PC1''' ** '''Gladiator''' ** '''Follow Up''' When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model, up to the distance the slammed model was moved. ** '''Grand Slam''' This model can make slam power attacks without spending a focus point. Models slammed by this model are moved an additional 2". === Right Arm === <big>Battle Mace PC7</big> {{Melee Weapon|<!--Name-->Battle Mace|<!--MAT-->7|<!--RNG-->2|<!--POW-->19|* '''Beat Back''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. * '''Critical Smite'''}} <big>Deep Freezer PC7</big> {{Ranged Weapon|<!--Name-->Deep Freezer |<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/8|*'''Critical Freeze''' On a critical hit, a model hit becomes stationary for one round unless it has Resistance: Cold.}} <big>Grinder PC7</big> {{Ranged Weapon|<!--Name-->Grinder|<!--RAT-->5|<!--Rng-->10|<!--ROF-->2D3|<!--AOE-->-|<!--POW-->12| *'''Volume Fire''' Gain +1 to attack and damage rolls with this weapon against medium-based models and +2 to attack and damage rolls against larger-based models.}} <big>Heavy Cannon PC8</big> {{Ranged Weapon|<!--Name-->Heavy Cannon|<!--RAT-->5|<!--Rng-->15|<!--ROF-->1|<!--AOE-->-|<!--POW-->16| *'''Momentum''' A small or medium based model directly hit by this attack is slammed d3" directly away from this model. The POW of the collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down.}} === Left Arm === <big>Battle Axe PC5</big> {{Melee Weapon|<!--Name-->Battle Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->18| * '''Critical Amputation''' On a critical hit on a warjack or warbeast, fill the unmarked damage boxes or circles on the last column or branch damaged.}} <big>Blasting Fist PC4</big> {{Melee Weapon|<!--Name-->Blasting Fist|<!--MAT-->7|<!--RNG-->1|<!--POW-->17|* '''Critical Knockdown'''}} <big>Dozer PC6</big> {{Ranged Weapon|<!--Name-->Dozer |<!--RAT-->5|<!--Rng-->10|<!--ROF-->2|<!--AOE-->-|<!--POW-->15|*'''Beat Back''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} <big>Heavy Cannon Shield PC6</big> {{Melee Weapon|<!--Name-->Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Shield''' (+2 Arm)}} {{Ranged Weapon|<!--Name-->Cannon|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->14| *'''Pistol'''}} </div> == Role and strengths == The REAL "Heavy" Heavy Warjack of Winter Korps, being about 1 'heavier' in every stat (eg -1 Spd, -1 Def, +1 Arm) compared to the Dire Wolf. The Great Bear's role depends on the loadout, but generally it is doing direct damage to big targets and taking the retaliation, coming in crutch when needed. General advice is to not skimp too much on spending more on a great bear to get it more flexibility, 1 good gun and a good melee weapon is a good guide, as most Warcasters appreciate an all-rounder. * Spd4, Def10, Arm20 is a standard for khador, and says it is slow but difficult to kill. You can pump the arm higher with a shield, and Iron Flesh spell. * Avenging Force and Superiority on the rack can add 5" threat range. A few casters can also increase this, notably [[Borisyuk]]'s feat, [[Savaryn]] with Escort and [[Yana]] with Alpha Hunter. Aggressive head also gives Heavy Boiler, letting him run further for the first few turns. While nominally slow, they can usually get into melee when needed, although they might be charged first * These guys are here to bully the late game. A common Khador strat is to use opening engagements to trade off anything that can threaten your warjacks: enemy heavies, big debuff abilities (eg Kiss of Lylyss, Dark Shroud), weaponmaster infantry. If you have the last heavy and most threats are accounted for, he can run the table uncontested. This is another reason to take a gun and melee weapon: keep him safe shooting early but be prepared for him to charge later and finish off the last significant enemy. * Heavy Cannon, Grinder, and to some extent Dozer are fantastic guns. All 3 are good against most targets, though cavalry and heavies are ideal. Heavy Cannon reaches far, and with momentum can slam into 2 small or medium enemies: for this reason a support solo or tough warrior is sometimes a better target than damaging a cohort. == Recommended loadouts == === Aggressive, Heavy Cannon, Battle Axe: 15pts === A good all-rounder heavy, with some of the best shooting and melee options available. It aims to spend the first few turns advancing and shooting with one of the longest range, highest pow guns in the game, preferably multiple times per turn using [[Magziev Zariyah Volkova]]'s ancillary attack or [[Borisyuk]]'s feat. If an opportunity opens to get stuck in, a free charge and a POW18 axe with Crit Amputation should come close to destroying an enemy heavy. While this is an expensive option, it is worth it and can be taken with most warcasters. == Downsides == * Def10 leaves them vulnerable to debuffs: he's not dodging much from there * Tend to be on the expensive end. You can build a 'cheap and cheerful' 12pt model, although that role is probably even cheaper on a [[Dire Wolf]]'s 9pt Hammer+Shield option. * With the release of the [[Mastodon]], Great Bears sometimes feel squeezed between a cheaper [[Dire Wolf]] and a more powerful [[Mastodon]] - especially since the [[Mastodon]] brings 4 guns of the same quality as the Great Bear's one and takes single target buffs well. ** [[Savaryn]] and [[Baranova]] lists are tending to prefer Mastodons ** [[Tatiana]] often takes mostly cheap [[Dire Wolf]]s. ** Having said this, Great Bears still have a good place in [[Borisyuk]] (due to feat allowing out of activation movement and multiple models benefit from feat), and [[Yana]] able to give Conferred Rage and overtake / cleave to more models. ** In truth, this is mainly a concern for multiple Great Bears. Most casters can fit one in their lists. == Synergy == * [[Borisyuk]] Loves a firing squad of them, as they all want more shots from his feat. A secret is the feat also works great in melee - you can advance 3" closer before you move then charge, or use an axe / mace attack as your feat attack. Pathfinder, blessed from Dark Unravelling, and flare shots from [[Borisyuk]]'s gun also hugely benefit Great Bears. * [[Arkanists]] will be needed to give focus or magic weapons, especially once you take 2 warjacks or more. * [[Magziev Zariyah Volkova]] will benefit a shooting Bear with Ancillary Attack or Guidance. Heavy Cannons are really nice to shoot twice. * [[Sergeant Sergei Krol]] Can use tune up to give them pathfinder and shake stationary, pathfinder and continuous effects. He can also 1-2 punch heavy targets by Harpooning them into range of a Great Bear's axe (if Krol doesn't accidentally kill them himself). == Tricks == * Bulldoze to push away enemies engaging you, then walk out anyway with unstoppable to shoot at whatever you need. If you're not engaged but close, you can also use bulldoze to give yourself room to charge. {{Winter Korps Footer}} 326e238a031843a98e808af991dc6c43ee7b7716 817 814 2024-07-14T03:41:19Z Challenger 7 /* Recommended loadouts */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Heavy Warjack]]'''</span> [[File:Great Bear.webp|thumb|right]] ''While not as innovative as the lighter Dire Wolf chassis, the Great Bear sets Khador’s new standard for heavy warjacks. As physically powerful and durable as the Motherland’s last generation of heavy warjacks, the Great Bear also offers a more stable weapon platform alongside a suite of advanced optics, greatly increasing its proficiency in ranged combat. Its massive steam engine grants it the force necessary to knock aside its opposition’s heaviest machines. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Great Bear ''' || 4 || - || 7 || 5 || 10 || 20 || 34 |} ===Abilities:=== *'''Dual Attack, Construct, Power Attacks: Trample, Headbutt, Slam''' (Standard Heavy Warjack rules) *'''Unstoppable''' *'''Bulldoze''' When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack. <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === * '''Aggressive: PC2''' ** This model can run or charge without spending a focus point. ** Heavy Boiler: This model gains +2SPD when running * '''Mage Static: PC3''': Spells cast by enemy models within 10" of this model suffer +1 COST and -3 RNG * '''Reposition [2"]: PC2''' * '''Slammer: PC1''' ** '''Gladiator''' ** '''Follow Up''' When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model, up to the distance the slammed model was moved. ** '''Grand Slam''' This model can make slam power attacks without spending a focus point. Models slammed by this model are moved an additional 2". === Right Arm === <big>Battle Mace PC7</big> {{Melee Weapon|<!--Name-->Battle Mace|<!--MAT-->7|<!--RNG-->2|<!--POW-->19|* '''Beat Back''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. * '''Critical Smite'''}} <big>Deep Freezer PC7</big> {{Ranged Weapon|<!--Name-->Deep Freezer |<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/8|*'''Critical Freeze''' On a critical hit, a model hit becomes stationary for one round unless it has Resistance: Cold.}} <big>Grinder PC7</big> {{Ranged Weapon|<!--Name-->Grinder|<!--RAT-->5|<!--Rng-->10|<!--ROF-->2D3|<!--AOE-->-|<!--POW-->12| *'''Volume Fire''' Gain +1 to attack and damage rolls with this weapon against medium-based models and +2 to attack and damage rolls against larger-based models.}} <big>Heavy Cannon PC8</big> {{Ranged Weapon|<!--Name-->Heavy Cannon|<!--RAT-->5|<!--Rng-->15|<!--ROF-->1|<!--AOE-->-|<!--POW-->16| *'''Momentum''' A small or medium based model directly hit by this attack is slammed d3" directly away from this model. The POW of the collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down.}} === Left Arm === <big>Battle Axe PC5</big> {{Melee Weapon|<!--Name-->Battle Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->18| * '''Critical Amputation''' On a critical hit on a warjack or warbeast, fill the unmarked damage boxes or circles on the last column or branch damaged.}} <big>Blasting Fist PC4</big> {{Melee Weapon|<!--Name-->Blasting Fist|<!--MAT-->7|<!--RNG-->1|<!--POW-->17|* '''Critical Knockdown'''}} <big>Dozer PC6</big> {{Ranged Weapon|<!--Name-->Dozer |<!--RAT-->5|<!--Rng-->10|<!--ROF-->2|<!--AOE-->-|<!--POW-->15|*'''Beat Back''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} <big>Heavy Cannon Shield PC6</big> {{Melee Weapon|<!--Name-->Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Shield''' (+2 Arm)}} {{Ranged Weapon|<!--Name-->Cannon|<!--RAT-->5|<!--Rng-->6|<!--ROF-->1|<!--AOE-->-|<!--POW-->14| *'''Pistol'''}} </div> == Role and strengths == The REAL "Heavy" Heavy Warjack of Winter Korps, being about 1 'heavier' in every stat (eg -1 Spd, -1 Def, +1 Arm) compared to the Dire Wolf. The Great Bear's role depends on the loadout, but generally it is doing direct damage to big targets and taking the retaliation, coming in crutch when needed. General advice is to not skimp too much on spending more on a great bear to get it more flexibility, 1 good gun and a good melee weapon is a good guide, as most Warcasters appreciate an all-rounder. * Spd4, Def10, Arm20 is a standard for khador, and says it is slow but difficult to kill. You can pump the arm higher with a shield, and Iron Flesh spell. * Avenging Force and Superiority on the rack can add 5" threat range. A few casters can also increase this, notably [[Borisyuk]]'s feat, [[Savaryn]] with Escort and [[Yana]] with Alpha Hunter. Aggressive head also gives Heavy Boiler, letting him run further for the first few turns. While nominally slow, they can usually get into melee when needed, although they might be charged first * These guys are here to bully the late game. A common Khador strat is to use opening engagements to trade off anything that can threaten your warjacks: enemy heavies, big debuff abilities (eg Kiss of Lylyss, Dark Shroud), weaponmaster infantry. If you have the last heavy and most threats are accounted for, he can run the table uncontested. This is another reason to take a gun and melee weapon: keep him safe shooting early but be prepared for him to charge later and finish off the last significant enemy. * Heavy Cannon, Grinder, and to some extent Dozer are fantastic guns. All 3 are good against most targets, though cavalry and heavies are ideal. Heavy Cannon reaches far, and with momentum can slam into 2 small or medium enemies: for this reason a support solo or tough warrior is sometimes a better target than damaging a cohort. == Recommended loadouts == === Aggressive, Heavy Cannon, Battle Axe: 15pts === A good all-rounder heavy, with some of the best shooting and melee options available. It aims to spend the first few turns advancing and shooting with one of the longest range, highest pow guns in the game, preferably multiple times per turn using [[Magziev Zariyah Volkova]]'s ancillary attack or [[Borisyuk]]'s feat. If an opportunity opens to get stuck in, a free charge and a POW18 axe with Crit Amputation should come close to destroying an enemy heavy. While this is an expensive option, it is worth it and can be taken with most warcasters. === Aggressive, Battle Mace, Shield Cannon: 15pts === One of the hardest to kill, and one of the hardest hitting warjacks in the game. This build wants to exploit the fact that it's shield takes it to ARM 22 to deliver it into combat. There are very few lists in the game that can confidently shoot base ARM 22 to death, and it pushes it outside of what is efficient to shoot at for many of the strongest gunlines in the game such as Ragemonger Quartermaster spam, Sparkhammer Stormcaller spam, or Savaryn's Suppressors. You will notice that some foes can ignore the shield due to chain weapons, but this is nearly exclusively a melee thing (there are a few low DPS chain weapon ranged attacks mind you), and with Winter Korps superior shooting and jack threat extension this jack aims to hit first. === Reposition, Heavy Cannon, Dozer: 16pts === For the trade-off of losing it's melee attack, this jack combines the best feature of the Grinder (high ROF so you can boost damage multiple times) with the range and power of the heavy cannon - one of the best jack guns in the game. This jack can only be played in lists where it can find accuracy buffs to make its shots reliable (as you don't have an accuracy buff built in like the Grinder does) but the trade-off is that you gain higher power attacks, and a light control element having momentum and 2 beatback shots. Reposition keeps you safer from retaliation as well as speeding the jack across the table inbetween shooting. Typically, an option for [[Ekaterina]] == Downsides == * Def10 leaves them vulnerable to debuffs: he's not dodging much from there * Tend to be on the expensive end. You can build a 'cheap and cheerful' 12pt model, although that role is probably even cheaper on a [[Dire Wolf]]'s 9pt Hammer+Shield option. * With the release of the [[Mastodon]], Great Bears sometimes feel squeezed between a cheaper [[Dire Wolf]] and a more powerful [[Mastodon]] - especially since the [[Mastodon]] brings 4 guns of the same quality as the Great Bear's one and takes single target buffs well. ** [[Savaryn]] and [[Baranova]] lists are tending to prefer Mastodons ** [[Tatiana]] often takes mostly cheap [[Dire Wolf]]s. ** Having said this, Great Bears still have a good place in [[Borisyuk]] (due to feat allowing out of activation movement and multiple models benefit from feat), and [[Yana]] able to give Conferred Rage and overtake / cleave to more models. ** In truth, this is mainly a concern for multiple Great Bears. Most casters can fit one in their lists. == Synergy == * [[Borisyuk]] Loves a firing squad of them, as they all want more shots from his feat. A secret is the feat also works great in melee - you can advance 3" closer before you move then charge, or use an axe / mace attack as your feat attack. Pathfinder, blessed from Dark Unravelling, and flare shots from [[Borisyuk]]'s gun also hugely benefit Great Bears. * [[Arkanists]] will be needed to give focus or magic weapons, especially once you take 2 warjacks or more. * [[Magziev Zariyah Volkova]] will benefit a shooting Bear with Ancillary Attack or Guidance. Heavy Cannons are really nice to shoot twice. * [[Sergeant Sergei Krol]] Can use tune up to give them pathfinder and shake stationary, pathfinder and continuous effects. He can also 1-2 punch heavy targets by Harpooning them into range of a Great Bear's axe (if Krol doesn't accidentally kill them himself). == Tricks == * Bulldoze to push away enemies engaging you, then walk out anyway with unstoppable to shoot at whatever you need. If you're not engaged but close, you can also use bulldoze to give yourself room to charge. {{Winter Korps Footer}} 1118d76eb1fe22cc62eb99ccaf2919c93f13b318 Khador 0 254 815 2024-07-14T03:37:18Z Gedditoffme 2 Created page with "'' To insert Flavour Text Describing Khador '' == Mk4 Armies == === [[Khador Winter Korps]] === ''Flavour text decribing Winter Korps in the mk4 era'' ==== Gameplay Style ==== [[Winter Korps]] has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There aren't many exotic debuffs or conditions you can apply to the enemy, in..." wikitext text/x-wiki '' To insert Flavour Text Describing Khador '' == Mk4 Armies == === [[Khador Winter Korps]] === ''Flavour text decribing Winter Korps in the mk4 era'' ==== Gameplay Style ==== [[Winter Korps]] has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There aren't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong buffs to make those excellent baseline stats even better. There are a few things that stand out for [[Winter Korps]]: Warjack Threat Extension - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. A deep roster - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. Man-O-War - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army Excellent mercenary support - Multiple rack spells and caster abilities work on mercenaries {{Winter Korps Footer}} == Legacy Armies == === [[Khador 5th Division]] == '' Flavour text '' ==== Gameplay Style ==== === [[Khador Armored Korps]] == '' Flavour text '' ==== Gameplay Style ==== == Khador Unlimited == '' Note: Khador unlimited includes all Legacy Prime models, but not Mk4. '' 0815b7eae47a4694e14c3d518a8894b0a935909b 816 815 2024-07-14T03:37:38Z Gedditoffme 2 wikitext text/x-wiki '' To insert Flavour Text Describing Khador '' == Mk4 Armies == === [[Khador Winter Korps]] === ''Flavour text decribing Winter Korps in the mk4 era'' ==== Gameplay Style ==== [[Winter Korps]] has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There aren't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong buffs to make those excellent baseline stats even better. There are a few things that stand out for [[Winter Korps]]: Warjack Threat Extension - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. A deep roster - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. Man-O-War - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army Excellent mercenary support - Multiple rack spells and caster abilities work on mercenaries {{Winter Korps Footer}} == Legacy Armies == === [[Khador 5th Division]] === '' Flavour text '' ==== Gameplay Style ==== === [[Khador Armored Korps]] === '' Flavour text '' ==== Gameplay Style ==== == Khador Unlimited == '' Note: Khador unlimited includes all Legacy Prime models, but not Mk4. '' 64118285ff51b25fd4f85858957e1a7c3179d069 Yana 0 255 819 2024-07-14T03:49:59Z Gedditoffme 2 Redirected page to [[Kapitan Yana Kovoskiy]] wikitext text/x-wiki #REDIRECT [[ Kapitan Yana Kovoskiy]] 10493348ee42a84bd54e3d68cad48240d5c76736 File:Warmachine-kapitan-yana-kovoskiy-550x309.jpg 6 256 820 2024-07-14T04:07:03Z Gedditoffme 2 wikitext text/x-wiki Yana Art ad4c74031ba8bf02ae220aeb090ae4d93683390d Kapitan Yana Kovoskiy 0 61 821 179 2024-07-14T04:07:17Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Yana Kovoskiy == ''Kapitan Yana Kovoskiy was among the first warcasters transferred into what would evolve into the new Winter Korps. She would go on to serve with distinction throughout the civil conflicts of the next decade in which she was instrumental in the suppression and defeat of the rebelling princes. She would later turn her fearsome bear and primal magic against the fleeing Greylords Covenant as they were hunted across the lands of the empire. Though her heart and soul belong to Umbrey and the wilds of the frozen north, her flesh and bone are consigned to the service of the empire in the person of the young prince Vladimir. A fierce warrior rising from the tales of old astride her great raging bear Valentyna, Yana Kovoskiy is a true hero of the empire.'' [[File:Warmachine-kapitan-yana-kovoskiy-550x309.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kovoskiy ''' || 7 || 6|| 7 || 7 || 14 || 18 || 6 || 12 |} ===Abilities:=== '''Conferred Rage''' : When this model destroys one or more enemy models during its activation, Cohort models in its battlegroup beginning their activation in its control range gain +2 SPD and MAT for one turn. '''Immovable Object''': This model cannot become knocked down, cannot be placed, and cannot be moved by a push, slam or throw. '''Pathfinder''' '''Power attack Trample''' '''Cavalry''' '''Unstoppable''' '''Reposition [2"]''' ===Weapons=== {{Ranged Weapon|Explosive Javelin|7|10|2|-|13|*'''Pistol''' *'''Arcing Fire''' *'''Critical Armor-Piercing'''}} {{Melee Weapon|Razor Tooth|7|2|15|* '''Magical''' *'''Critical Amputation'''}} {{Melee Weapon|Shield|7|1|9|* '''Shield'''}} {{Melee Weapon|Bear Claw|7|1|14|* '''Open Fist''' *'''Critical Knockdown'''}} {{Melee Weapon|Bear Claw|7|1|14|* '''Open Fist''' *'''Critical Knockdown'''}} === Feat: Path of Destruction === Friendly Faction models beginning an activation in Yana's control range gain Pathfinder. Additionally, while in Yana's control range, friendly living Faction models gain Cleave and Overtake. Path of Destruction lasts for one round. === Spells === {{Battle Lust}} {{Dash}} {{Spirit Fang}} Choose 2 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === * The default Yana rack choices: ** '''Avenging Force''' increases both her personal threat, as well as stacking with Conferred Rage for her jacks. More than most casters in the faction it is recommended to take this one nearly 100% of the time. ** '''Superiority''' builds on her threat range game with her jacks, bringing their MAT and SPD to ridiculously high levels. One example - a fully buffed Medveditsa can be MAT 14 and effectively SPD12 (!) * If she is already dominating the threat range game but needs more damage '''Puissance''' is always good. Notably it means that she can cycle two different damage buffs between her models. * '''Razer Wind''' can trigger Conferred Rage making it a potential pick, although Yana is less accurate and potentially focus strapped. * '''Iron Flesh''' can be a powerful spell for keeping Yana alive at ARM 22 or placed on Winter Korps jacks to make them very tanky. == Roles and Strengths: == Winter Korps Tactical Jack Missile Launcher and resident Mauler of enemies. * Tied with Valerii for the best turn on turn jack threat in faction, except hers comes with +2 MAT and doesn't require an upkeep swap. She's easily capable of extending any faction jacks by 7" (3" Avenging, 2" Superiority, 2" Conferred Rage) *Hardest to assassinate caster in faction. Sometimes you win games purely by removing the opponent's assassination out. *A fantastic late-game bully who can remove heavies personally. == Downsides: == *Conferred Rage is never guaranteed. Any turn you can't get Conferred Rage out is a turn that Yana may be doing very little for her army. *MAT 7 means she's not the greatest caster killing threat in the game if she has to spend too much focus arriving at the target. *Yana can and will be killed a few times while you learn how much you can get away with. *Yana's feat is very low impact in some builds, and in other builds it can be stronger but you may lose your infantry too quickly. == Tricks: == *Avenging Force is a critical spell for her as it increases her personal threat from 12" to 15", as well as benefiting her jacks. She can project more threat on top of this by holding her feat which allows her to potentially overtake 5" just off her initial attacks and feat cleave. *If the enemy has drag weapons Yana can personally drag lanes for your jacks thanks to Immovable Object. *There are some match ups where an appropriate decision is to camp 4-6 and position Yana as aggressively forwards as possible and make them deal with it. *She greatly benefits from frequently having Set Defense on her from the Stand Your Ground battleplan - it can even offset battle lust reducing her defense. *Don't be afraid to stop supporting your army and just commit to killing things with her. *Critical Amputation is very funny if you are attacking Gargantuans or MMD47 who both have abnormally long columns. == Yana List Design == === Recommended choices === === Example list === Below is an example list that is built to maximise Conferred rage and the threat ranges you can achieve by stacking it with Avenging Force and Superiority. Medveditsa notably has Pathfinder meaning she can abuse forests with avenging force movement. Long-axes are an offbeat choice on dire wolves as they are 1pt higher than ice hammers and 1 pow lower, but gaining more threat is significant. It means Dire Wolves cap out at a 17" threat (!) This list does not maximise Yana's list, however battle lust is still quite good on Winter Korps infantry who can still put the hurt on tankier targets with 6-model battle lust charges. Grand Melee - 100 pts :Kapitan Yana Kovoskiy :10 Dire Wolf 1 ::1 HEAD - Shield Guard ::5 RIGHT ARM - Long Axe ::4 LEFT ARM - Plow-Shield :10 Dire Wolf 2 ::1 HEAD - Shield Guard ::5 RIGHT ARM - Long Axe ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :15 Great Bear ::2 HEAD - Aggressive ::7 RIGHT ARM - Battle Mace ::6 LEFT ARM - Heavy Cannon Shield :17 Medveditsa ::HEAD - Medveditsa ::LEFT ARM - Left Bear Claw ::RIGHT ARM - Right Bear Claw :5 Krueger, Wrath of Blighterghast :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :2 Winter Korps Officer 3 :4 Arkanists 1 :4 Arkanists 2 :6 Winter Korps Infantry 1 ::WEAPON SUPPORT TROOPERS - Auto Cannon ::WEAPON SUPPORT TROOPERS - Auto Cannon ::1 Winter Korps Standard 1 :6 Winter Korps Infantry 2 ::WEAPON SUPPORT TROOPERS - Auto Cannon ::WEAPON SUPPORT TROOPERS - Auto Cannon ::1 Winter Korps Standard 2 :4 Winter Korps Snipers ::1 Winter Korps Hunting Dog :COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::1 Savagery :TOTAL POINTS 100/100 Co-written by Challenger and Jamie P == Battle Reports == https://discord.com/channels/176224453032673281/1248590617081286729 == Lore and Trivia == {{Winter Korps Footer}} 45de4744e306454d7437712c90fa4f2df35588fb 822 821 2024-07-14T04:08:37Z Gedditoffme 2 wikitext text/x-wiki == Kapitan Yana Kovoskiy == ''Kapitan Yana Kovoskiy was among the first warcasters transferred into what would evolve into the new Winter Korps. She would go on to serve with distinction throughout the civil conflicts of the next decade in which she was instrumental in the suppression and defeat of the rebelling princes. She would later turn her fearsome bear and primal magic against the fleeing Greylords Covenant as they were hunted across the lands of the empire.'' ''Though her heart and soul belong to Umbrey and the wilds of the frozen north, her flesh and bone are consigned to the service of the empire in the person of the young prince Vladimir. A fierce warrior rising from the tales of old astride her great raging bear Valentyna, Yana Kovoskiy is a true hero of the empire.'' [[File:Warmachine-kapitan-yana-kovoskiy-550x309.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kovoskiy ''' || 7 || 6|| 7 || 7 || 14 || 18 || 6 || 12 |} ===Abilities:=== '''Conferred Rage''' : When this model destroys one or more enemy models during its activation, Cohort models in its battlegroup beginning their activation in its control range gain +2 SPD and MAT for one turn. '''Immovable Object''': This model cannot become knocked down, cannot be placed, and cannot be moved by a push, slam or throw. '''Pathfinder''' '''Power attack Trample''' '''Cavalry''' '''Unstoppable''' '''Reposition [2"]''' ===Weapons=== {{Ranged Weapon|Explosive Javelin|7|10|2|-|13|*'''Pistol''' *'''Arcing Fire''' *'''Critical Armor-Piercing'''}} {{Melee Weapon|Razor Tooth|7|2|15|* '''Magical''' *'''Critical Amputation'''}} {{Melee Weapon|Shield|7|1|9|* '''Shield'''}} {{Melee Weapon|Bear Claw|7|1|14|* '''Open Fist''' *'''Critical Knockdown'''}} {{Melee Weapon|Bear Claw|7|1|14|* '''Open Fist''' *'''Critical Knockdown'''}} === Feat: Path of Destruction === Friendly Faction models beginning an activation in Yana's control range gain Pathfinder. Additionally, while in Yana's control range, friendly living Faction models gain Cleave and Overtake. Path of Destruction lasts for one round. === Spells === {{Battle Lust}} {{Dash}} {{Spirit Fang}} Choose 2 rack spells {{Winter Korps Rack List}} === Recommended Rack choices === * The default Yana rack choices: ** '''Avenging Force''' increases both her personal threat, as well as stacking with Conferred Rage for her jacks. More than most casters in the faction it is recommended to take this one nearly 100% of the time. ** '''Superiority''' builds on her threat range game with her jacks, bringing their MAT and SPD to ridiculously high levels. One example - a fully buffed Medveditsa can be MAT 14 and effectively SPD12 (!) * If she is already dominating the threat range game but needs more damage '''Puissance''' is always good. Notably it means that she can cycle two different damage buffs between her models. * '''Razer Wind''' can trigger Conferred Rage making it a potential pick, although Yana is less accurate and potentially focus strapped. * '''Iron Flesh''' can be a powerful spell for keeping Yana alive at ARM 22 or placed on Winter Korps jacks to make them very tanky. == Roles and Strengths: == Winter Korps Tactical Jack Missile Launcher and resident Mauler of enemies. * Tied with Valerii for the best turn on turn jack threat in faction, except hers comes with +2 MAT and doesn't require an upkeep swap. She's easily capable of extending any faction jacks by 7" (3" Avenging, 2" Superiority, 2" Conferred Rage) *Hardest to assassinate caster in faction. Sometimes you win games purely by removing the opponent's assassination out. *A fantastic late-game bully who can remove heavies personally. == Downsides: == *Conferred Rage is never guaranteed. Any turn you can't get Conferred Rage out is a turn that Yana may be doing very little for her army. *MAT 7 means she's not the greatest caster killing threat in the game if she has to spend too much focus arriving at the target. *Yana can and will be killed a few times while you learn how much you can get away with. *Yana's feat is very low impact in some builds, and in other builds it can be stronger but you may lose your infantry too quickly. == Tricks: == *Avenging Force is a critical spell for her as it increases her personal threat from 12" to 15", as well as benefiting her jacks. She can project more threat on top of this by holding her feat which allows her to potentially overtake 5" just off her initial attacks and feat cleave. *If the enemy has drag weapons Yana can personally drag lanes for your jacks thanks to Immovable Object. *There are some match ups where an appropriate decision is to camp 4-6 and position Yana as aggressively forwards as possible and make them deal with it. *She greatly benefits from frequently having Set Defense on her from the Stand Your Ground battleplan - it can even offset battle lust reducing her defense. *Don't be afraid to stop supporting your army and just commit to killing things with her. *Critical Amputation is very funny if you are attacking Gargantuans or MMD47 who both have abnormally long columns. == Yana List Design == === Recommended choices === === Example list === Below is an example list that is built to maximise Conferred rage and the threat ranges you can achieve by stacking it with Avenging Force and Superiority. Medveditsa notably has Pathfinder meaning she can abuse forests with avenging force movement. Long-axes are an offbeat choice on dire wolves as they are 1pt higher than ice hammers and 1 pow lower, but gaining more threat is significant. It means Dire Wolves cap out at a 17" threat (!) This list does not maximise Yana's list, however battle lust is still quite good on Winter Korps infantry who can still put the hurt on tankier targets with 6-model battle lust charges. Grand Melee - 100 pts :Kapitan Yana Kovoskiy :10 Dire Wolf 1 ::1 HEAD - Shield Guard ::5 RIGHT ARM - Long Axe ::4 LEFT ARM - Plow-Shield :10 Dire Wolf 2 ::1 HEAD - Shield Guard ::5 RIGHT ARM - Long Axe ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :15 Great Bear ::2 HEAD - Aggressive ::7 RIGHT ARM - Battle Mace ::6 LEFT ARM - Heavy Cannon Shield :17 Medveditsa ::HEAD - Medveditsa ::LEFT ARM - Left Bear Claw ::RIGHT ARM - Right Bear Claw :5 Krueger, Wrath of Blighterghast :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :2 Winter Korps Officer 3 :4 Arkanists 1 :4 Arkanists 2 :6 Winter Korps Infantry 1 ::WEAPON SUPPORT TROOPERS - Auto Cannon ::WEAPON SUPPORT TROOPERS - Auto Cannon ::1 Winter Korps Standard 1 :6 Winter Korps Infantry 2 ::WEAPON SUPPORT TROOPERS - Auto Cannon ::WEAPON SUPPORT TROOPERS - Auto Cannon ::1 Winter Korps Standard 2 :4 Winter Korps Snipers ::1 Winter Korps Hunting Dog :COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::1 Savagery :TOTAL POINTS 100/100 Co-written by Challenger and Jamie P == Battle Reports == https://discord.com/channels/176224453032673281/1248590617081286729 == Lore and Trivia == {{Winter Korps Footer}} 5d36c6dbb996c5bc03f1aecc55fedd4190603cbb Template:Spirit Fang 10 257 823 2024-07-14T04:09:25Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Spirit Fang</big> ''' || 2 || 10 || 0 || 12 || Rnd || Yes |- |colspan=7 style="text-align: left;"| A model damaged by this attack suffers -2SPD and DEF for one round |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Spirit Fang</big> ''' || 2 || 10 || 0 || 12 || Rnd || Yes |- |colspan=7 style="text-align: left;"| A model damaged by this attack suffers -2SPD and DEF for one round |} d8ef216c1e8be6bea0355c9042ba619eabb9bd65 824 823 2024-07-14T04:09:36Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Spirit Fang</big> ''' || 2 || 10 || - || 12 || Rnd || Yes |- |colspan=7 style="text-align: left;"| A model damaged by this attack suffers -2SPD and DEF for one round |} 1e1893f3e62dfbb4482224bbdda83dc4f56db41d Cygnar First Army 0 104 825 418 2024-07-16T03:07:16Z 69.244.47.232 0 /* Why Play Cygnar First Army */ wikitext text/x-wiki == Why Play Cygnar First Army == Cygnar First Army is a theme list of the [[Cygnar Legacy]] Cygnar's First army is your trench-digging tough soldiers that get down and get dirty. The aesthetic lends itself to the classic arms and the playstyle ranges from heavy shooting and stubborn defence - providing plenty of options for repair and increased survivability when almost all the infantry options are tough. == Warcasters == === [[Captain E. Dominic Darius]] === === [[Captain Jeremiah Kraye]] === === [[Colonel Markus "Seige" Brisbane]] === === [[Lieutenant Allister Caine]] === == Warjacks == *'''Light Warjacks''' **[[Ace]] **[[Charger]] **[[Grenadier]] **[[Hunter]] **[[Lancer]] **[[Minuteman]] **[[Sentinel]] * '''Heavies''' **[[Centurion]] **[[Cyclone]] **[[Defender]] **[[Hammersmith]] **[[Ironclad]] **[[Triumph]] * '''Colossals''' **[[Hurricane]] **[[Stormwall]] * '''Structures''' **[[Trencher Blockhouse]] * '''Solos''' **[[Major Harrison Gibbs]] **[[Squire]] **[[Captain Jonas Murdoch]] **[[Captain Maxwell Finn]] **[[Commander Anson Hitch]] **[[Patrol Dog]] **[[Trench Buster]] **[[Trencher Master Gunner]] **[[Trencher Sniper]] **[[Trencher Warcaster Lieutenant]] * '''Units''' **[[Rangers]] **[[Trencher Cannon Crew]] **[[Trencher Chain Gun Crew]] **[[Trencher Combat Engineers]] **[[Trencher Commando Scattergunners]] **[[Trencher Commandos]] **[[Trencher Express Team]] **[[Trencher Infantry]] **[[Trencher Rifle Grenadiers]] **[[Trencher Long Gunners]] *'''Command Attachments''' **[[Captain Karli]] **[[Trencher Commando Officer]] **[[Trencher Infantry Officer]] **[[Trencher Long Gunner Officer]] 21eea752ac9984c7b38918cbad9ebe66ee272388 File:Mastodon.webp 6 258 826 2024-07-18T07:18:33Z Challenger 7 wikitext text/x-wiki B I G 1555b8c1d41ca297417429819a9045eb28b4e212 Mastodon 0 259 827 2024-07-18T08:14:04Z Challenger 7 First draft of the Mastodon. wikitext text/x-wiki == == <!-- Flavour text from official selling points --> With a dedicated heavy mortar and a suite of potent support weapons, the Mastodon is the most powerful and flexible weapon platform ever developed by the Motherland. Utilizing technologies developed for Khador's next generation warjacks, innovations in metallurgy, manufacturing, and cortex design have enabled the creation of a new class of colossal, setting a new standard across the Iron Kingdoms. Like Khador’s new warjacks, its armament and cortex can be configured for a variety of battlefield challenges. [[File:Mastodon.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mastodon''' || <!--Spd--> 4 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 20 || <!--HP--> 62 |} ===Abilities:=== Bulldoze Unstoppable Pathfinder Dual Attack Construct <div class="mw-collapsible mw-collapsed"> ==Loadout == <div class="mw-collapsible-content"> === Head Options === '''Fire Support - 2pts''' Statistic Adjustment: Model RAT = +1 '''Shock Assault - 0pts''' Aggressive - This model can run or charge without spending a focus point. === Weapons === {{Ranged Weapon|<!--Name-->Heavy Mortar|<!--RAT-->4|<!--RNG-->16|<!--ROF-->1|<!--AOE-->4|<!--POW-->16/9||<!--Cost-->-| *'''Arcing Fire'''}} === Right Shoulder === {{Ranged Weapon|<!--Name-->Right Shoulder Mounted Deep Freezer|<!--RAT-->4|<!--RNG-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/8||<!--Cost-->5|*'''Damage type: Cold'''<br> *'''Critical Freeze''' - On a critical hit, a model hit becomes stationary for one round unless it has Resistance: Cold}} {{Ranged Weapon|<!--Name-->Right Shoulder Mounted Heavy Cannon|<!--RAT-->4|<!--RNG-->15|<!--ROF-->1|<!--AOE-->-|<!--POW-->16||<!--Cost-->6| *'''Momentum''' - A small- or medium based model directly hit by this attack is slammed d3" directly away from this model. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down.}} === Left Shoulder === {{Ranged Weapon|<!--Name-->Left Shoulder Mounted Deep Freezer|<!--RAT-->4|<!--RNG-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/8||<!--Cost-->5|*'''Damage type: Cold'''<br> *'''Critical Freeze''' - On a critical hit, a model hit becomes stationary for one round unless it has Resistance: Cold}} {{Ranged Weapon|<!--Name-->Left Shoulder Mounted Heavy Cannon|<!--RAT-->4|<!--RNG-->15|<!--ROF-->1|<!--AOE-->-|<!--POW-->16||<!--Cost-->6| *'''Momentum''' - A small- or medium based model directly hit by this attack is slammed d3" directly away from this model. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down.}} === Right Arm === {{Melee Weapon|<!--Name-->Chain Axe|<!--MAT-->6|<!--RNG-->3|<!--POW-->23|<!--Cost-->9| *'''Critical Shred''' - On a critical hit with this weapon during this model's Combat Action, after the attack is resolved this model can make one additional attack with this weapon against the model hit.}} {{Melee Weapon|<!--Name-->Great Axe|<!--MAT-->6|<!--RNG-->3|<!--POW-->24|<!--Cost-->9| *'''Granted: Cleave''' - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation.}} === Left Arm === {{Ranged Weapon|<!--Name-->Dozer Fist|<!--RAT-->4|<!--RNG-->10|<!--ROF-->2|<!--AOE-->-|<!--POW-->15||<!--Cost-->10|*'''Pistol'''<br> *'''Beat Back'''}} {{Melee Weapon|<!--Name-->Fist|<!--MAT-->6|<!--RNG-->2|<!--POW-->21|*'''Open Fist'''<br>}} {{Ranged Weapon|<!--Name-->Grinder Fist|<!--RAT-->4|<!--RNG-->10|<!--ROF-->2d3|<!--AOE-->-|<!--POW-->12||<!--Cost-->10|*'''Pistol'''<br> *'''Volume Fire'''}} {{Melee Weapon|<!--Name-->Fist|<!--MAT-->6|<!--RNG-->2|<!--POW-->21|*'''Open Fist'''<br>}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> A one model gunline. The ultimate weapons platform. <!-- How do they do it, what do they excel at?--> * An efficient source of Long range firepower - You get two heavy cannons and a mortar and excellent melee for a price that isn't much higher than two heavy cannon great bears * The concentration of power means it takes buffs extremely well. Volkova can't give eyeless sight and magical weapons to two bears, but she can give it to a single Mastodon. * The above is also true of abilities like Blessing of the Gods. * The AOE4 is obscenely large and very difficult for foes to play around. * Can easily one-round heavies while shooting at other things (see tips and tricks below). * The fastest MK4 Colossal when factoring Superiority, 3" melee, and Escort or Conferred Rage. * One-round kills the other MK4 Colossals on average dice * Immune to grievous wounds. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Very expensive, and that's before you factor the support staff you'll bring for it. * Being a single very expensive model means its a beacon for debuffs. There is no such thing as over-committing to the kill of a 34pt model. * Obstructions and other friendly models can be difficult to navigate with a 120mm sometimes. * Vulnerable to control spells - Blinding Light, Powder Keg, Stranglehold etc. * Expensive colossals aren't the best on SR2024 (although you can mitigate this with cheaper elements in your list otherwise). * Not many choices on the model - the deep freezer guns are very poor compared to the heavy cannons, and at the same price point there's no reason to use the chain axe over the great axe. == Synergy == <!-- Which models work well with this? --> The Mastodon has great synergy with most casters in the faction. * [[Yana]] brings conferred rage meaning you can have a SPD8 (14" melee threat) MAT 10 Mastodon with Superiority + Conferred Rage. * [[Borisyuk]] Loses a little feat value, but gains an extremely efficient model to bless with better turn on turn superior shooting. The Great Axe can also be used on the feat in melee which is often more damage than even a pair of heavy cannons would have done to a typical heavy. * [[Savaryn]] Offers escort to make it extremely fast, as well as using his battleplans to create shield guards for it, and rock wall to block heavies landing spots to attack it. * [[eKaterina]] Is perhaps the most synergistic caster with the Mastodon. She can protect it from debuffs and control spells with Banishing Ward, accuracy buff it, and protect it from a variety of threats using her feat. The long range guns help protect Katie in turn by forcing enemies to back up from her. * [[Volkova]] is stapled to this model. Guidance and Ancillary are too powerful as a synergy to ignore. == Tricks: == <!-- dot point list of cool plays and combos--> * Models can't shoot out of melee if they are engaged unless they have the Gunfighter advantage. The Mastodon has 3" melee which means it can engage enemies without being engaged unless they too have 3" melee. This means it can charge an enemy heavy and stand at 2.1"+ and be able to fire all its guns at whomever it wants. * The Mastodon can shoot any of its guns up to 3 times a round with any caster - once for avenging force, once for ancillary from Volkova, and one from activation. Boris can go a step beyond this and add a fourth shot with his feat. * Volkova can be used in many ways with the Mastodon. Getting additional AOEs out, seeing through clouds or shooting stealth models with guidance, or, as a very nice trick, save her ancillary for an out of activation melee attack. MAT 8 POW 24 with Superiority is one of the best value ancillary attacks in the game. * If your opponent has decent defense, use a boosted heavy cannon shot to knock them down before you shoot them with the rest of your guns. * If your target is an enemy medium or small base, for example a caster, be warned that Momentum is '''not optional'''. If you're going to use the big guns on the target save them for last, lest you knock them out of range of your other guns. * Cleave can be triggered by the fist even though its on the great axe. It grants Cleave to the model, not to the weapon. This means if you finish off an enemy with the fist you can trigger cleave and take the great axe into another target. * Determine what your opponents main threat to the Mastodon is. For example if you're facing infantry guns or melee its much harder to bless them than it is to bless a heavy. So, iron flesh becomes a very strong spell to put on the Mastodon to keep it safe - e.g. vs Stormcallers. {{Winter Korps Footer}} 0dfe973653db66942b720d5419125992fc52ace1 EKaterina 0 260 828 2024-07-18T23:35:38Z Gedditoffme 2 Redirected page to [[Kapitan Ekaterina Baranova]] wikitext text/x-wiki #REDIRECT [[Kapitan Ekaterina Baranova]] e1267395b8fdfe934455741c5d0ced931ac5ffd4 Volkova 0 261 829 2024-07-18T23:35:54Z Gedditoffme 2 Redirected page to [[Magziev Zariyah Volkova]] wikitext text/x-wiki #REDIRECT [[ Magziev Zariyah Volkova ]] 5da614e3173eaae9319cd8cc992ed5de27d1c4fd File:Savaryn.webp 6 262 830 2024-07-18T23:40:50Z Gedditoffme 2 wikitext text/x-wiki Savaryn official pic fa3c342904f22b7a7672d300403341babe22d069 Kommander Valerii Savaryn 0 263 831 2024-07-19T00:18:38Z Gedditoffme 2 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Warcaster]]'''</span> ''A recognized prodigy even in childhood, young Valerii Savaryn would pore over strategic manuals of the day, especially those written by his hero, the great Gruvaldt Irusk, Supreme Kommandant of the Motherland’s forces. With his warcaster talent manifesting around at the same time, Savaryn was admitted into the Druzhina at a young age, completing his studies at 15 y..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Warcaster]]'''</span> ''A recognized prodigy even in childhood, young Valerii Savaryn would pore over strategic manuals of the day, especially those written by his hero, the great Gruvaldt Irusk, Supreme Kommandant of the Motherland’s forces. With his warcaster talent manifesting around at the same time, Savaryn was admitted into the Druzhina at a young age, completing his studies at 15 years of age. The stone-faced youth rose rapidly through the ranks during the troubles his tattered nation endured over the past decade. Valerii Savaryn was transferred into the newly formed Winter Korps in 620 AR at the rank of commander, though few doubt his aspirations are set much higher.'' [[File:Savaryn.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''At All Costs''' RNG 5. Target Friendly warrior model/unit. If the model/unit is in range, it gains Shield Guard for one round. ** '''Kill Order''' RNG 10. Target enemy model/unit in this model's LOS. While within 10" of this model, friendly warrior models gain +2 to attack and damage rolls against the chosen model/unit. Kill Order lasts for one turn. **'''Precision Strike''' - While within 10" of this model, friendly models ignore other friendly models when determining LOS. Friendly models can advance through other friendly models within 10" of this model if they have enough movement to move completely past them. Precision Strike lasts for one turn. ===Weapons=== {{Ranged Weapon|Hand Cannon|6|12|1|-|12|*'''Pistol'''}} {{Melee Weapon|Headsman|7|1|13|* '''Magical''' * '''Critical Decapitation''': On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a tough roll.}} === Feat: Checkmate=== Savaryn can use his Battle Plans three times this activation. Additionally, while in Savaryn's control range, friendly faction models ignore cover and concealment when making ranged attacks and their weapons gain Blessed and Damage Type: Magical this turn. === Spells === {{Escort}} {{Icy Grip}} {{Rock Wall}} {{Tides of War}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Savaryn is all about infantry support, and the usual upkeeps will probably be the answer. Depending what he takes, Iron Flesh, Superiority, Puissance should be strongly considered. * He can benefit from a late game damage spell such as Tempest. With Kill Order he can be a surprisingly good spellcaster, especially if you take [[Arcane Forces]] Command Card. * Avenging Forces is one that can be difficult to fit in. He can't maintain both Avenging Forces and Escort: although you can upkeep Avenging Forces to get a move, then cast Escort later for a huge speed boost. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Savaryn is the premiere Infantry support warcaster, but in truth improves every model in the faction. His Battle Plans and Feat are the main tools to do this. * Kill Order boosts any warrior's attack from mediocre to great, or from great to insane overkill. It tends to be best on high volume, low quality, medium ranged guns, for example [[ Man-o-War Suppressors]] and [[Winter Korps Infantry]]. These benefit from both accuracy and damage spikes. * Shield Guard can be used to help deliver your army. A good strategy is to layer potential shield guard targets with different stat lines: for example a [[Mastodon]] or [[ Man-o-War Suppressors]] can take the small hits and AOE attacks, while expendable [[Winter Korps Infantry]] can take high powered or Volume Fire attacks. * Feat has so many effects: at face value it lets you use 3 battle plans: so a couple of kill orders and a shield guard can destroy everything in range. However even more powerful is giving blessed, magic and ignoring cover. This is a huge boost to warriors with ranged attacks, ignoring almost all protections. A strong feat turn lets you wipe out most potential threats, and target selection is important on feat turn. Destroy all Incorporeal models, [[Carver Ultimus]] to ignore Batten Down the Hatches, and any other models that are troublesome to deal with later. * His personal abilities are not to be sneezed at. He takes his own Kill Order well, and Headsman's critical decapitation rule can have him finishing heavies if he needs to. Defensively Escort can take him to Arm 18, he can park behind a Rock Wall for Cover and use Tides of War to reposition away from danger. * Escort can improve your warjacks speed, and combines with Superiority to add 4" to spd on a key warjack. He's probably not running a big battlegroup, but does a lot for what he brings. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Despite good stats, he is still often the weakest part of the army, and Kill Order encourages you to get close to the action (10" is still too close). This goes double if you have a really good feat turn, as your opponent may not have much hope for anything other than assassination victory. Play it safe, stay away, keep a bodyguard warjack nearby and camp focus! == Tricks: == <!-- dot point list of cool plays and combos--> * Shield Guard can be good for triggering vengeance on [[ Man-O-War Wrecking Crew ]], and they are a great target anyway for taking hits. * Rock Wall can be used to block scenarios with moving objectives - put it where they would like to move to slow them down. * Reposition far away after Kill Order: use either Tides of War or [[Hit & Run]] (Reposition 3") command card to step back 13" from the target. Swift Hunter from a [[Winter Korps Officer]] can be used with his hand cannon to step another 2" away (total 15"). Note your models need to stay within 10" of Savaryn to benefit. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Kill Order, Shield Guard and Feat can in theory make anything good, but tend to like ranged lists with lots of attacks. * [[Man-o-War Suppressors]] are a star - their huge attack volume benefits most from Kill Order's damage, and they appreciate the boost in accuracy. Feat for Blessed and Magic Weapons can let them destroy usually hard targets, such as [[Carver Ultimus]]. A general rule is Suppressors are best against targets at about -4 on damage rolls (effective arm 18 for large bases) and easy to hit, and Savaryn has the tools to keep enemies in that range. * [[Winter Korps Infantry]] are good for similar reasons - especially with Autocannons or Grenades, and expendable targets for Shield Guard. * [[Mastodon]] is the star of modern Savaryn lists. The feat benefits him hugely due to volume of attacks with Blessed and ignore cover, and bubblewrapping with shield guards protects him from big attacks. Escort and Superiority also improve his speed and melee accuracy. * A [[Dire Wolf]] bodyguard with Shield Guard helps hugely - keep him near Savaryn to keep him safe and maintain the Arm bonus from Escort. Girded and Anchor can be useful b2b, depending on what threats he has. Savaryn has to play closer than he feels comfortable, so there's no shame in a bodyguard. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 8d699149492963f8770c7b51e2cdffbe4f33e3c5 832 831 2024-07-19T00:19:09Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Warcaster]]'''</span><BR> ''A recognized prodigy even in childhood, young Valerii Savaryn would pore over strategic manuals of the day, especially those written by his hero, the great Gruvaldt Irusk, Supreme Kommandant of the Motherland’s forces. With his warcaster talent manifesting around at the same time, Savaryn was admitted into the Druzhina at a young age, completing his studies at 15 years of age. The stone-faced youth rose rapidly through the ranks during the troubles his tattered nation endured over the past decade. Valerii Savaryn was transferred into the newly formed Winter Korps in 620 AR at the rank of commander, though few doubt his aspirations are set much higher.'' [[File:Savaryn.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''At All Costs''' RNG 5. Target Friendly warrior model/unit. If the model/unit is in range, it gains Shield Guard for one round. ** '''Kill Order''' RNG 10. Target enemy model/unit in this model's LOS. While within 10" of this model, friendly warrior models gain +2 to attack and damage rolls against the chosen model/unit. Kill Order lasts for one turn. **'''Precision Strike''' - While within 10" of this model, friendly models ignore other friendly models when determining LOS. Friendly models can advance through other friendly models within 10" of this model if they have enough movement to move completely past them. Precision Strike lasts for one turn. ===Weapons=== {{Ranged Weapon|Hand Cannon|6|12|1|-|12|*'''Pistol'''}} {{Melee Weapon|Headsman|7|1|13|* '''Magical''' * '''Critical Decapitation''': On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a tough roll.}} === Feat: Checkmate=== Savaryn can use his Battle Plans three times this activation. Additionally, while in Savaryn's control range, friendly faction models ignore cover and concealment when making ranged attacks and their weapons gain Blessed and Damage Type: Magical this turn. === Spells === {{Escort}} {{Icy Grip}} {{Rock Wall}} {{Tides of War}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Savaryn is all about infantry support, and the usual upkeeps will probably be the answer. Depending what he takes, Iron Flesh, Superiority, Puissance should be strongly considered. * He can benefit from a late game damage spell such as Tempest. With Kill Order he can be a surprisingly good spellcaster, especially if you take [[Arcane Forces]] Command Card. * Avenging Forces is one that can be difficult to fit in. He can't maintain both Avenging Forces and Escort: although you can upkeep Avenging Forces to get a move, then cast Escort later for a huge speed boost. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Savaryn is the premiere Infantry support warcaster, but in truth improves every model in the faction. His Battle Plans and Feat are the main tools to do this. * Kill Order boosts any warrior's attack from mediocre to great, or from great to insane overkill. It tends to be best on high volume, low quality, medium ranged guns, for example [[ Man-o-War Suppressors]] and [[Winter Korps Infantry]]. These benefit from both accuracy and damage spikes. * Shield Guard can be used to help deliver your army. A good strategy is to layer potential shield guard targets with different stat lines: for example a [[Mastodon]] or [[ Man-o-War Suppressors]] can take the small hits and AOE attacks, while expendable [[Winter Korps Infantry]] can take high powered or Volume Fire attacks. * Feat has so many effects: at face value it lets you use 3 battle plans: so a couple of kill orders and a shield guard can destroy everything in range. However even more powerful is giving blessed, magic and ignoring cover. This is a huge boost to warriors with ranged attacks, ignoring almost all protections. A strong feat turn lets you wipe out most potential threats, and target selection is important on feat turn. Destroy all Incorporeal models, [[Carver Ultimus]] to ignore Batten Down the Hatches, and any other models that are troublesome to deal with later. * His personal abilities are not to be sneezed at. He takes his own Kill Order well, and Headsman's critical decapitation rule can have him finishing heavies if he needs to. Defensively Escort can take him to Arm 18, he can park behind a Rock Wall for Cover and use Tides of War to reposition away from danger. * Escort can improve your warjacks speed, and combines with Superiority to add 4" to spd on a key warjack. He's probably not running a big battlegroup, but does a lot for what he brings. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Despite good stats, he is still often the weakest part of the army, and Kill Order encourages you to get close to the action (10" is still too close). This goes double if you have a really good feat turn, as your opponent may not have much hope for anything other than assassination victory. Play it safe, stay away, keep a bodyguard warjack nearby and camp focus! == Tricks: == <!-- dot point list of cool plays and combos--> * Shield Guard can be good for triggering vengeance on [[ Man-O-War Wrecking Crew ]], and they are a great target anyway for taking hits. * Rock Wall can be used to block scenarios with moving objectives - put it where they would like to move to slow them down. * Reposition far away after Kill Order: use either Tides of War or [[Hit & Run]] (Reposition 3") command card to step back 13" from the target. Swift Hunter from a [[Winter Korps Officer]] can be used with his hand cannon to step another 2" away (total 15"). Note your models need to stay within 10" of Savaryn to benefit. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Kill Order, Shield Guard and Feat can in theory make anything good, but tend to like ranged lists with lots of attacks. * [[Man-o-War Suppressors]] are a star - their huge attack volume benefits most from Kill Order's damage, and they appreciate the boost in accuracy. Feat for Blessed and Magic Weapons can let them destroy usually hard targets, such as [[Carver Ultimus]]. A general rule is Suppressors are best against targets at about -4 on damage rolls (effective arm 18 for large bases) and easy to hit, and Savaryn has the tools to keep enemies in that range. * [[Winter Korps Infantry]] are good for similar reasons - especially with Autocannons or Grenades, and expendable targets for Shield Guard. * [[Mastodon]] is the star of modern Savaryn lists. The feat benefits him hugely due to volume of attacks with Blessed and ignore cover, and bubblewrapping with shield guards protects him from big attacks. Escort and Superiority also improve his speed and melee accuracy. * A [[Dire Wolf]] bodyguard with Shield Guard helps hugely - keep him near Savaryn to keep him safe and maintain the Arm bonus from Escort. Girded and Anchor can be useful b2b, depending on what threats he has. Savaryn has to play closer than he feels comfortable, so there's no shame in a bodyguard. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 91754bc8cfc608e3250ea3525c8c1c982c012aea 833 832 2024-07-19T00:31:52Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Warcaster]]'''</span><BR> ''A recognized prodigy even in childhood, young Valerii Savaryn would pore over strategic manuals of the day, especially those written by his hero, the great Gruvaldt Irusk, Supreme Kommandant of the Motherland’s forces. With his warcaster talent manifesting around at the same time, Savaryn was admitted into the Druzhina at a young age, completing his studies at 15 years of age. The stone-faced youth rose rapidly through the ranks during the troubles his tattered nation endured over the past decade. Valerii Savaryn was transferred into the newly formed Winter Korps in 620 AR at the rank of commander, though few doubt his aspirations are set much higher.'' [[File:Savaryn.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''At All Costs''' RNG 5. Target Friendly warrior model/unit. If the model/unit is in range, it gains Shield Guard for one round. ** '''Kill Order''' RNG 10. Target enemy model/unit in this model's LOS. While within 10" of this model, friendly warrior models gain +2 to attack and damage rolls against the chosen model/unit. Kill Order lasts for one turn. **'''Precision Strike''' - While within 10" of this model, friendly models ignore other friendly models when determining LOS. Friendly models can advance through other friendly models within 10" of this model if they have enough movement to move completely past them. Precision Strike lasts for one turn. ===Weapons=== {{Ranged Weapon|Hand Cannon|6|12|1|-|12|*'''Pistol'''}} {{Melee Weapon|Headsman|7|1|13|* '''Magical''' * '''Critical Decapitation''': On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a tough roll.}} === Feat: Checkmate=== Savaryn can use his Battle Plans three times this activation. Additionally, while in Savaryn's control range, friendly faction models ignore cover and concealment when making ranged attacks and their weapons gain Blessed and Damage Type: Magical this turn. === Spells === {{Escort}} {{Icy Grip}} {{Rock Wall}} {{Tides of War}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Savaryn is all about infantry support, and the usual upkeeps will probably be the answer. Depending what he takes, Iron Flesh, Superiority, Puissance should be strongly considered. * He can benefit from a late game damage spell such as Tempest. With Kill Order he can be a surprisingly good spellcaster, especially if you take [[Arcane Forces]] Command Card. * Avenging Forces is one that can be difficult to fit in. He can't maintain both Avenging Forces and Escort: although you can upkeep Avenging Forces to get a move, then cast Escort later for a huge speed boost. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Savaryn is the premiere Infantry support warcaster, but in truth improves every model in the faction. His Battle Plans and Feat are the main tools to do this. * Kill Order boosts any warrior's attack from mediocre to great, or from great to insane overkill. It tends to be best on high volume, low quality, medium ranged guns, for example [[ Man-o-War Suppressors]] and [[Winter Korps Infantry]]. These benefit from both accuracy and damage spikes. * Shield Guard can be used to help deliver your army. A good strategy is to layer potential shield guard targets with different stat lines: for example a [[Mastodon]] or [[ Man-o-War Suppressors]] can take the small hits and AOE attacks, while expendable [[Winter Korps Infantry]] can take high powered or Volume Fire attacks. * Feat has so many effects: at face value it lets you use 3 battle plans: so a couple of kill orders and a shield guard can destroy everything in range. However even more powerful is giving blessed, magic and ignoring cover. This is a huge boost to warriors with ranged attacks, ignoring almost all protections. A strong feat turn lets you wipe out most potential threats, and target selection is important on feat turn. Destroy all Incorporeal models, [[Carver Ultimus]] to ignore Batten Down the Hatches, and any other models that are troublesome to deal with later. * His personal abilities are not to be sneezed at. He takes his own Kill Order well, and Headsman's critical decapitation rule can have him finishing heavies if he needs to. Defensively Escort can take him to Arm 18, he can park behind a Rock Wall for Cover and use Tides of War to reposition away from danger. * Escort can improve your warjacks speed, and combines with Superiority to add 4" to spd on a key warjack. He's probably not running a big battlegroup, but does a lot for what he brings. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Despite good stats, he is still often the weakest part of the army, and Kill Order encourages you to get close to the action (10" is still too close). This goes double if you have a really good feat turn, as your opponent may not have much hope for anything other than assassination victory. Play it safe, stay away, keep a bodyguard warjack nearby and camp focus! == Tricks: == <!-- dot point list of cool plays and combos--> * Target selection is key - especially on feat turn you can kill anything, but set your opponent up without any of the tools they need to win the game. Take key supports, such as [[Dyssiss]] who will be hard to hurt later, or heavy hitters who might be protected by spells such as [[Carver Ultimus]]. * Shield Guard can be good for triggering vengeance on [[ Man-O-War Wrecking Crew ]], and they are a great target anyway for taking hits. * Rock Wall can be used to block scenarios with moving objectives - put it where they would like to move to slow them down. * Reposition far away after Kill Order: use either Tides of War or [[Hit & Run]] (Reposition 3") command card to step back 13" from the target. Swift Hunter from a [[Winter Korps Officer]] can be used with his hand cannon to step another 2" away (total 15"). Note your models need to stay within 10" of Savaryn to benefit. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Kill Order, Shield Guard and Feat can in theory make anything good, but tend to like ranged lists with lots of attacks. * [[Man-o-War Suppressors]] are a star - their huge attack volume benefits most from Kill Order's damage, and they appreciate the boost in accuracy. Feat for Blessed and Magic Weapons can let them destroy usually hard targets, such as [[Carver Ultimus]]. A general rule is Suppressors are best against targets at about -4 on damage rolls (effective arm 18 for large bases) and easy to hit, and Savaryn has the tools to keep enemies in that range. * [[Winter Korps Infantry]] are good for similar reasons - especially with Autocannons or Grenades, and expendable targets for Shield Guard. * [[Mastodon]] is the star of modern Savaryn lists. The feat benefits him hugely due to volume of attacks with Blessed and ignore cover, and bubblewrapping with shield guards protects him from big attacks. Escort and Superiority also improve his speed and melee accuracy. * A [[Dire Wolf]] bodyguard with Shield Guard helps hugely - keep him near Savaryn to keep him safe and maintain the Arm bonus from Escort. Girded and Anchor can be useful b2b, depending on what threats he has. Savaryn has to play closer than he feels comfortable, so there's no shame in a bodyguard. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> :Kommander Valerii Savaryn ::SPELL - Iron Flesh ::SPELL - Superiority :33 Mastodon ::2 HEAD - Fire Support ::6 RIGHT SHOULDER - Right Shoulder Mounted Heavy Cannon ::6 LEFT SHOULDER - Left Shoulder Mounted Heavy Cannon ::9 RIGHT ARM - Great Axe ::10 LEFT ARM - Dozer Fist :5 Krueger, Wrath of Blighterghast :4 Magziev Zariyah Volkova :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :2 Winter Korps Officer 3 :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :6 Winter Korps Infantry 1 ::WEAPON SUPPORT - Auto Cannon ::WEAPON SUPPORT - Auto Cannon ::1 Winter Korps Standard 1 :6 Winter Korps Infantry 2 ::WEAPON SUPPORT - Auto Cannon ::WEAPON SUPPORT - Auto Cannon ::1 Winter Korps Standard 2 :4 Winter Korps Snipers 1 ::1 Winter Korps Hunting Dog 1 :4 Winter Korps Snipers 2 ::1 Winter Korps Hunting Dog 2 : :PC COMMAND CARD ::Blessing of the Gods ::Hit & Run ::Old Faithful ::Power Swell ::1 Sentry Duty :TOTAL POINTS 100/100 This was used by Jamie Perkins in Welsh Masters 2024, and variants used by most Winter Korps players in the 2024 WTC. It plays to all the points above: built around a [[Mastodon]] with Escort and Superiority, and protected by layers of [[Winter Korps Infantry]] and [[Man-o-war suppressors]] shield guards. == Battle Reports == * [[https://docs.google.com/document/d/1kPhU_mk-0HVrCAimnl-hXVsnp4dMynuDoh_93vaN_Yc/edit]] == Lore and Trivia == {{Winter Korps Footer}} 7a16fd1f3e9ac050f34c3d23742ff58f538c2188 837 833 2024-07-19T00:39:12Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Warcaster]]'''</span><BR> ''A recognized prodigy even in childhood, young Valerii Savaryn would pore over strategic manuals of the day, especially those written by his hero, the great Gruvaldt Irusk, Supreme Kommandant of the Motherland’s forces. With his warcaster talent manifesting around at the same time, Savaryn was admitted into the Druzhina at a young age, completing his studies at 15 years of age. The stone-faced youth rose rapidly through the ranks during the troubles his tattered nation endured over the past decade. Valerii Savaryn was transferred into the newly formed Winter Korps in 620 AR at the rank of commander, though few doubt his aspirations are set much higher.'' [[File:Savaryn.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''At All Costs''' RNG 5. Target Friendly warrior model/unit. If the model/unit is in range, it gains Shield Guard for one round. ** '''Kill Order''' RNG 10. Target enemy model/unit in this model's LOS. While within 10" of this model, friendly warrior models gain +2 to attack and damage rolls against the chosen model/unit. Kill Order lasts for one turn. **'''Precision Strike''' - While within 10" of this model, friendly models ignore other friendly models when determining LOS. Friendly models can advance through other friendly models within 10" of this model if they have enough movement to move completely past them. Precision Strike lasts for one turn. ===Weapons=== {{Ranged Weapon|Hand Cannon|6|12|1|-|12|*'''Pistol'''}} {{Melee Weapon|Headsman|7|1|13|* '''Magical''' * '''Critical Decapitation''': On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a tough roll.}} === Feat: Checkmate=== Savaryn can use his Battle Plans three times this activation. Additionally, while in Savaryn's control range, friendly faction models ignore cover and concealment when making ranged attacks and their weapons gain Blessed and Damage Type: Magical this turn. === Spells === {{Escort}} {{Icy Grip}} {{Rock Wall}} {{Tides of War}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Savaryn is all about infantry support, and the usual upkeeps will probably be the answer. Depending what he takes, Iron Flesh, Superiority, Puissance should be strongly considered. * He can benefit from a late game damage spell such as Tempest. With Kill Order he can be a surprisingly good spellcaster, especially if you take [[Arcane Forces]] Command Card. * Avenging Forces is one that can be difficult to fit in. He can't maintain both Avenging Forces and Escort: although you can upkeep Avenging Forces to get a move, then cast Escort later for a huge speed boost. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Savaryn is the premiere Infantry support warcaster, but in truth improves every model in the faction. His Battle Plans and Feat are the main tools to do this - basically letting ranged models destroy anything while ignoring (almost) all defensive effects. * Kill Order boosts any warrior's attack from mediocre to great, or from great to insane overkill. It tends to be best on high volume, low quality, medium ranged guns, for example [[ Man-o-War Suppressors]] and [[Winter Korps Infantry]]. These benefit from both accuracy and damage spikes. * Shield Guard can be used to help deliver your army. A good strategy is to layer potential shield guard targets with different stat lines: for example a [[Mastodon]] or [[ Man-o-War Suppressors]] can take the small hits and AOE attacks, while expendable [[Winter Korps Infantry]] can take high powered or Volume Fire attacks. * Feat has so many effects: at face value it lets you use 3 battle plans: so a couple of kill orders and a shield guard can destroy everything in range. However even more powerful is giving blessed, magic and ignoring cover. This is a huge boost to warriors with ranged attacks, ignoring almost all protections. A strong feat turn lets you wipe out most potential threats, and target selection is important on feat turn. Destroy all Incorporeal models, [[Carver Ultimus]] to ignore Batten Down the Hatches, and any other models that are troublesome to deal with later. * His personal abilities are not to be sneezed at. He takes his own Kill Order well, and Headsman's critical decapitation rule can have him finishing heavies if he needs to. Defensively Escort can take him to Arm 18, he can park behind a Rock Wall for Cover and use Tides of War to reposition away from danger. * Escort can improve your warjacks speed, and combines with Superiority to add 4" to spd on a key warjack. He's probably not running a big battlegroup, but does a lot for what he brings. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Despite good stats, he is still often the weakest part of the army, and Kill Order encourages you to get close to the action (10" is still too close). This goes double if you have a really good feat turn, as your opponent may not have much hope for anything other than assassination victory. Play it safe, stay away, keep a bodyguard warjack nearby and camp focus! * His feat does not ignore Stealth, Prowl, or elevation. In anyone else this would barely be notable, but considering he ignores everything else don't get yourself caught out. [[Volkova]]'s guidance or the [[Sentry Duty]] command card can help you cover Stealth. == Tricks: == <!-- dot point list of cool plays and combos--> * Target selection is key - especially on feat turn you can kill anything, but set your opponent up without any of the tools they need to win the game. Take key supports, such as [[Dyssiss]] who will be hard to hurt later, or heavy hitters who might be protected by spells such as [[Carver Ultimus]]. * Shield Guard can be good for triggering vengeance on [[ Man-O-War Wrecking Crew ]], and they are a great target anyway for taking hits. * Rock Wall can be used to block scenarios with moving objectives - put it where they would like to move to slow them down. * Reposition far away after Kill Order: use either Tides of War or [[Hit & Run]] (Reposition 3") command card to step back 13" from the target. Swift Hunter from a [[Winter Korps Officer]] can be used with his hand cannon to step another 2" away (total 15"). Note your models need to stay within 10" of Savaryn to benefit. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Kill Order, Shield Guard and Feat can in theory make anything good, but tend to like ranged lists with lots of attacks. * [[Man-o-War Suppressors]] are a star - their huge attack volume benefits most from Kill Order's damage, and they appreciate the boost in accuracy. Feat for Blessed and Magic Weapons can let them destroy usually hard targets, such as [[Carver Ultimus]]. A general rule is Suppressors are best against targets at about -4 on damage rolls (effective arm 18 for large bases) and easy to hit, and Savaryn has the tools to keep enemies in that range. * [[Winter Korps Infantry]] are good for similar reasons - especially with Autocannons or Grenades, and expendable targets for Shield Guard. * [[Mastodon]] is the star of modern Savaryn lists. The feat benefits him hugely due to volume of attacks with Blessed and ignore cover, and bubblewrapping with shield guards protects him from big attacks. Escort and Superiority also improve his speed and melee accuracy. * A [[Dire Wolf]] bodyguard with Shield Guard helps hugely - keep him near Savaryn to keep him safe and maintain the Arm bonus from Escort. Girded and Anchor can be useful b2b, depending on what threats he has. Savaryn has to play closer than he feels comfortable, so there's no shame in a bodyguard. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> :Kommander Valerii Savaryn ::SPELL - Iron Flesh ::SPELL - Superiority :33 Mastodon ::2 HEAD - Fire Support ::6 RIGHT SHOULDER - Right Shoulder Mounted Heavy Cannon ::6 LEFT SHOULDER - Left Shoulder Mounted Heavy Cannon ::9 RIGHT ARM - Great Axe ::10 LEFT ARM - Dozer Fist :5 Krueger, Wrath of Blighterghast :4 Magziev Zariyah Volkova :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :2 Winter Korps Officer 3 :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :6 Winter Korps Infantry 1 ::WEAPON SUPPORT - Auto Cannon ::WEAPON SUPPORT - Auto Cannon ::1 Winter Korps Standard 1 :6 Winter Korps Infantry 2 ::WEAPON SUPPORT - Auto Cannon ::WEAPON SUPPORT - Auto Cannon ::1 Winter Korps Standard 2 :4 Winter Korps Snipers 1 ::1 Winter Korps Hunting Dog 1 :4 Winter Korps Snipers 2 ::1 Winter Korps Hunting Dog 2 : :PC COMMAND CARD ::Blessing of the Gods ::Hit & Run ::Old Faithful ::Power Swell ::1 Sentry Duty :TOTAL POINTS 100/100 This was used by Jamie Perkins in Welsh Masters 2024, and variants used by most Winter Korps players in the 2024 WTC. It plays to all the points above: built around a [[Mastodon]] with Escort and Superiority, and protected by layers of [[Winter Korps Infantry]] and [[Man-o-war suppressors]] shield guards. == Battle Reports == * [[https://docs.google.com/document/d/1kPhU_mk-0HVrCAimnl-hXVsnp4dMynuDoh_93vaN_Yc/edit]] == Lore and Trivia == {{Winter Korps Footer}} e46a19e0bcaf5da0f507fefbb63bd196ac5982bb 839 837 2024-07-19T00:48:32Z Gedditoffme 2 /* Abilities: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Warcaster]]'''</span><BR> ''A recognized prodigy even in childhood, young Valerii Savaryn would pore over strategic manuals of the day, especially those written by his hero, the great Gruvaldt Irusk, Supreme Kommandant of the Motherland’s forces. With his warcaster talent manifesting around at the same time, Savaryn was admitted into the Druzhina at a young age, completing his studies at 15 years of age. The stone-faced youth rose rapidly through the ranks during the troubles his tattered nation endured over the past decade. Valerii Savaryn was transferred into the newly formed Winter Korps in 620 AR at the rank of commander, though few doubt his aspirations are set much higher.'' [[File:Savaryn.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== * '''Dual Attack''' * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''At All Costs''' RNG 5. Target Friendly warrior model/unit. If the model/unit is in range, it gains Shield Guard for one round. ** '''Kill Order''' RNG 10. Target enemy model/unit in this model's LOS. While within 10" of this model, friendly warrior models gain +2 to attack and damage rolls against the chosen model/unit. Kill Order lasts for one turn. **'''Precision Strike''' - While within 10" of this model, friendly models ignore other friendly models when determining LOS. Friendly models can advance through other friendly models within 10" of this model if they have enough movement to move completely past them. Precision Strike lasts for one turn. ===Weapons=== {{Ranged Weapon|Hand Cannon|6|12|1|-|12|*'''Pistol'''}} {{Melee Weapon|Headsman|7|1|13|* '''Magical''' * '''Critical Decapitation''': On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a tough roll.}} === Feat: Checkmate=== Savaryn can use his Battle Plans three times this activation. Additionally, while in Savaryn's control range, friendly faction models ignore cover and concealment when making ranged attacks and their weapons gain Blessed and Damage Type: Magical this turn. === Spells === {{Escort}} {{Icy Grip}} {{Rock Wall}} {{Tides of War}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Savaryn is all about infantry support, and the usual upkeeps will probably be the answer. Depending what he takes, Iron Flesh, Superiority, Puissance should be strongly considered. * He can benefit from a late game damage spell such as Tempest. With Kill Order he can be a surprisingly good spellcaster, especially if you take [[Arcane Forces]] Command Card. * Avenging Forces is one that can be difficult to fit in. He can't maintain both Avenging Forces and Escort: although you can upkeep Avenging Forces to get a move, then cast Escort later for a huge speed boost. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Savaryn is the premiere Infantry support warcaster, but in truth improves every model in the faction. His Battle Plans and Feat are the main tools to do this - basically letting ranged models destroy anything while ignoring (almost) all defensive effects. * Kill Order boosts any warrior's attack from mediocre to great, or from great to insane overkill. It tends to be best on high volume, low quality, medium ranged guns, for example [[ Man-o-War Suppressors]] and [[Winter Korps Infantry]]. These benefit from both accuracy and damage spikes. * Shield Guard can be used to help deliver your army. A good strategy is to layer potential shield guard targets with different stat lines: for example a [[Mastodon]] or [[ Man-o-War Suppressors]] can take the small hits and AOE attacks, while expendable [[Winter Korps Infantry]] can take high powered or Volume Fire attacks. * Feat has so many effects: at face value it lets you use 3 battle plans: so a couple of kill orders and a shield guard can destroy everything in range. However even more powerful is giving blessed, magic and ignoring cover. This is a huge boost to warriors with ranged attacks, ignoring almost all protections. A strong feat turn lets you wipe out most potential threats, and target selection is important on feat turn. Destroy all Incorporeal models, [[Carver Ultimus]] to ignore Batten Down the Hatches, and any other models that are troublesome to deal with later. * His personal abilities are not to be sneezed at. He takes his own Kill Order well, and Headsman's critical decapitation rule can have him finishing heavies if he needs to. Defensively Escort can take him to Arm 18, he can park behind a Rock Wall for Cover and use Tides of War to reposition away from danger. * Escort can improve your warjacks speed, and combines with Superiority to add 4" to spd on a key warjack. He's probably not running a big battlegroup, but does a lot for what he brings. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Despite good stats, he is still often the weakest part of the army, and Kill Order encourages you to get close to the action (10" is still too close). This goes double if you have a really good feat turn, as your opponent may not have much hope for anything other than assassination victory. Play it safe, stay away, keep a bodyguard warjack nearby and camp focus! * His feat does not ignore Stealth, Prowl, or elevation. In anyone else this would barely be notable, but considering he ignores everything else don't get yourself caught out. [[Volkova]]'s guidance or the [[Sentry Duty]] command card can help you cover Stealth. == Tricks: == <!-- dot point list of cool plays and combos--> * Target selection is key - especially on feat turn you can kill anything, but set your opponent up without any of the tools they need to win the game. Take key supports, such as [[Dyssiss]] who will be hard to hurt later, or heavy hitters who might be protected by spells such as [[Carver Ultimus]]. * Shield Guard can be good for triggering vengeance on [[ Man-O-War Wrecking Crew ]], and they are a great target anyway for taking hits. * Rock Wall can be used to block scenarios with moving objectives - put it where they would like to move to slow them down. * Reposition far away after Kill Order: use either Tides of War or [[Hit & Run]] (Reposition 3") command card to step back 13" from the target. Swift Hunter from a [[Winter Korps Officer]] can be used with his hand cannon to step another 2" away (total 15"). Note your models need to stay within 10" of Savaryn to benefit. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Kill Order, Shield Guard and Feat can in theory make anything good, but tend to like ranged lists with lots of attacks. * [[Man-o-War Suppressors]] are a star - their huge attack volume benefits most from Kill Order's damage, and they appreciate the boost in accuracy. Feat for Blessed and Magic Weapons can let them destroy usually hard targets, such as [[Carver Ultimus]]. A general rule is Suppressors are best against targets at about -4 on damage rolls (effective arm 18 for large bases) and easy to hit, and Savaryn has the tools to keep enemies in that range. * [[Winter Korps Infantry]] are good for similar reasons - especially with Autocannons or Grenades, and expendable targets for Shield Guard. * [[Mastodon]] is the star of modern Savaryn lists. The feat benefits him hugely due to volume of attacks with Blessed and ignore cover, and bubblewrapping with shield guards protects him from big attacks. Escort and Superiority also improve his speed and melee accuracy. * A [[Dire Wolf]] bodyguard with Shield Guard helps hugely - keep him near Savaryn to keep him safe and maintain the Arm bonus from Escort. Girded and Anchor can be useful b2b, depending on what threats he has. Savaryn has to play closer than he feels comfortable, so there's no shame in a bodyguard. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> :Kommander Valerii Savaryn ::SPELL - Iron Flesh ::SPELL - Superiority :33 Mastodon ::2 HEAD - Fire Support ::6 RIGHT SHOULDER - Right Shoulder Mounted Heavy Cannon ::6 LEFT SHOULDER - Left Shoulder Mounted Heavy Cannon ::9 RIGHT ARM - Great Axe ::10 LEFT ARM - Dozer Fist :5 Krueger, Wrath of Blighterghast :4 Magziev Zariyah Volkova :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :2 Winter Korps Officer 3 :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :6 Winter Korps Infantry 1 ::WEAPON SUPPORT - Auto Cannon ::WEAPON SUPPORT - Auto Cannon ::1 Winter Korps Standard 1 :6 Winter Korps Infantry 2 ::WEAPON SUPPORT - Auto Cannon ::WEAPON SUPPORT - Auto Cannon ::1 Winter Korps Standard 2 :4 Winter Korps Snipers 1 ::1 Winter Korps Hunting Dog 1 :4 Winter Korps Snipers 2 ::1 Winter Korps Hunting Dog 2 : :PC COMMAND CARD ::Blessing of the Gods ::Hit & Run ::Old Faithful ::Power Swell ::1 Sentry Duty :TOTAL POINTS 100/100 This was used by Jamie Perkins in Welsh Masters 2024, and variants used by most Winter Korps players in the 2024 WTC. It plays to all the points above: built around a [[Mastodon]] with Escort and Superiority, and protected by layers of [[Winter Korps Infantry]] and [[Man-o-war suppressors]] shield guards. == Battle Reports == * [[https://docs.google.com/document/d/1kPhU_mk-0HVrCAimnl-hXVsnp4dMynuDoh_93vaN_Yc/edit]] == Lore and Trivia == {{Winter Korps Footer}} 9981460a1f13d2b87e41f4d40866661d81456bce Template:Rock Wall 10 264 834 2024-07-19T00:33:52Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rock Wall</big> ''' || 2 || Ctrl || - || - || Up || No |- |colspan=7 style="text-align: left;"| Place a wall template anywhere completely within the spellcaster's control range where it does not touch a mode..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rock Wall</big> ''' || 2 || Ctrl || - || - || Up || No |- |colspan=7 style="text-align: left;"| Place a wall template anywhere completely within the spellcaster's control range where it does not touch a model's base, an obstruction, or an obstacle. The wall is an obstacle that provides cover. The wall is removed from the table if it is contacted by a model with an extra-large or huge base.|} ce43e4fb59d695e213b1a2f7ab6e0c9e1563afe9 835 834 2024-07-19T00:34:05Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rock Wall</big> ''' || 2 || Ctrl || - || - || Up || No |- |colspan=7 style="text-align: left;"| Place a wall template anywhere completely within the spellcaster's control range where it does not touch a model's base, an obstruction, or an obstacle. The wall is an obstacle that provides cover. The wall is removed from the table if it is contacted by a model with an extra-large or huge base. |} 6af7d9cff5630c49952ad38c6900de6c946dc8e7 Template:Icy Grip 10 265 836 2024-07-19T00:34:55Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Icy Grip</big> ''' || 2 || 8 || - || 12 || Rnd || Yes |- |colspan=7 style="text-align: left;"| Target model hit without Resistance: Cold suffers -2SPD for one round. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Icy Grip</big> ''' || 2 || 8 || - || 12 || Rnd || Yes |- |colspan=7 style="text-align: left;"| Target model hit without Resistance: Cold suffers -2SPD for one round. |} b413f80f70e6b629b3ad1e8b25a3becd8e191cc5 File:Sikora.jpg 6 266 838 2024-07-19T00:44:29Z Gedditoffme 2 wikitext text/x-wiki Sikora PP official pic 0cf7709bf651350bdbc4ec3bd82fbfd2ebd7c171 Kommander Tatiana Sikora 0 267 840 2024-07-19T01:17:17Z Gedditoffme 2 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Warcaster]]'''</span><BR> '''' [[File:Sikora.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Warcaster]]'''</span><BR> '''' [[File:Sikora.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities:=== * Unstoppable * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''Desperate Pace [Man-O-War]''' RNG 5. Target Friendly Man-O-War trooper model. If the model is in range, models in its unit gain +2 SPD during their Normal Movement this turn. * '''Bulldoze''' * '''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly toward the attacking model. * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model ===Weapons=== {{Melee Weapon|Great Axe|7|2|14|* '''Magical''' * '''Critical Brutal Damage''': On a critical hit, gain an additional die on this weapon's damage rolls against the target directly hit.}} {{Melee Weapon|Frost Driver|7|1|12|* '''Magical''' * '''Critical Armor-Piercing''': On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit. * '''Freeze''' - A model hit by this weapon becomes stationary for one wound unless it has Resistance: Cold}} === Feat: Fortunes of War=== While in Sikora's control range, friendly Faction models gain Unyielding. Additionally, while in Sikora's control range, friendly Faction models can reroll missed attack rolls. Each attack roll can be rerolled only once as a result of Fortunes of War. Fortunes of War lasts for one round. (A model with Unyielding gains +2ARM against melee damage rolls.) === Spells === {{Avengine Force}} {{Positive Charge}} {{Tactical Supremacy}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Making Man-o-War melee models more dangerous is the name of the game, and the usual upkeeps will probably be the answer. Iron Flesh, Puissance will be the main choices, Superiority to get your [[Dire Wolf]] (or [[Medveditsa]]) into position. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Sikora is about marching a big blob of Man-o-war up the board, feating and daring your opponent to fight them. Unyielding and Iron Flesh boosts their already high resilience to insane levels. The feat also helps you hit which Suppressors appreciate, but otherwise she is mainly about melee where Positive Charge wades in. She is a stat blob looking for a punch-up in the middle of the table without thinking deep strategy. * Positive Charge is cast on warjacks but helps all melee attacks within 3". She will take a true mixed arms army, with melee warriors interspersed with [[Dire Wolf]]. * Add Puissance and your [[Man-o-war Wrecking Crew]] are hitting at least 2 attacks each at POW18. * Your 'weakest' Man-o-War or [[Dire Wolf]] starts at Arm19, while Wrecking Crew under feat and Iron Flesh are at Arm 24, Feated Dire Wolf with shield at arm24. Your opponent will be looking for a weak link in your chain, and just seeing more strength. Add [[Krol]] for Tough and your opponent may do nothing for a turn. * Desperate pace hugely helps your models get into position == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * She doesn't have too many tricks in her toolbox, so can be predictable and out-manouvred on scenario. You need to get up the board quickly and camp close to objectives, because otherwise you might be blocked out. * She has some of the biggest stats in [[Winter Korps]], but unfortunately still might be the softest target in her army. Notably she lacks steady & sturdy that the rest of her army has. Combined with her low spd makes it difficult to get much use out of her big melee weapons. == Tricks: == <!-- dot point list of cool plays and combos--> * Tricks? We have stats! Don't worry about Tricks. * Hyper-aggressive is one of those rules you forget 90% of the time then it accidentally wins you a game. It can be used late in a turn, once you are confident of surviving what's left, to get her closer to her target (hopefully a warcaster), or contest a scenario piece. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Start simple - just take max FA of all Man-o-War models! * [[Man-o-war Suppressors]] benefit from feat rerolls and unyielding. They are also a good target for Tactical Supremacy, let them space out or rush scenario. * [[Man-o-war Wrecking Crew]] are at home with Sikora. She improves everything they already do well - positive charge and unyielding. With all the buffs and rack, they hit arm24, or pow18 in melee. Desperate Pace is also a much needed boost to speed. * [[Dire Wolf]] take 3 or 4 cheap ones (9pts) with hammer and shield. They spread Positive Charge well, and are insanely difficult to remove for their price: at arm23 under feat. Shield Guard is also useful to take hits for less resilient models (or Sikora) * If you're out of Wrecking Crew and still need punch, [[Shock Trooper Pikemen]] are our next best melee options. Arm20 under feat is still killable, but positive charge and puissance are hitting even harder than Wrecking Crew, and a Crit Armour Pierce is just obscene. * [[Koldun Lord Damien Korovnik]] should be taken for a 'free' positive charge. Deploy him and a Dire Wolf away from Sikora, to spread to a different part of the board. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> :Kommander Tatiana Sikora ::SPELL - Iron Flesh ::SPELL - Puissance :9 Dire Wolf 1 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 2 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :3 Koldun Lord Damien Korovnik :5 Krueger, Wrath of Blighterghast :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :4 Arkanists :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :10 Man-O-War Wrecking Crew 1 :10 Man-O-War Wrecking Crew 2 :4 Winter Korps Snipers 1 ::1 Winter Korps Hunting Dog 1 :4 Winter Korps Snipers 2 ::1 Winter Korps Hunting Dog 2 PC COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::Put the Fires Out Simple list - as many Dire Wolves and Man-o-war as you can, with a support of Krol and Winter Korps Officers. Snipers are important for keeping you in the game on scenario - contesting enemy objectives and holding your own. == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 1e06c237e7c362213785aaa4c5c8069d25239561 841 840 2024-07-19T01:17:32Z Gedditoffme 2 /* Statistics: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Warcaster]]'''</span><BR> '''' [[File:Sikora.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sikora 1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities:=== * Unstoppable * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''Desperate Pace [Man-O-War]''' RNG 5. Target Friendly Man-O-War trooper model. If the model is in range, models in its unit gain +2 SPD during their Normal Movement this turn. * '''Bulldoze''' * '''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly toward the attacking model. * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model ===Weapons=== {{Melee Weapon|Great Axe|7|2|14|* '''Magical''' * '''Critical Brutal Damage''': On a critical hit, gain an additional die on this weapon's damage rolls against the target directly hit.}} {{Melee Weapon|Frost Driver|7|1|12|* '''Magical''' * '''Critical Armor-Piercing''': On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit. * '''Freeze''' - A model hit by this weapon becomes stationary for one wound unless it has Resistance: Cold}} === Feat: Fortunes of War=== While in Sikora's control range, friendly Faction models gain Unyielding. Additionally, while in Sikora's control range, friendly Faction models can reroll missed attack rolls. Each attack roll can be rerolled only once as a result of Fortunes of War. Fortunes of War lasts for one round. (A model with Unyielding gains +2ARM against melee damage rolls.) === Spells === {{Avengine Force}} {{Positive Charge}} {{Tactical Supremacy}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Making Man-o-War melee models more dangerous is the name of the game, and the usual upkeeps will probably be the answer. Iron Flesh, Puissance will be the main choices, Superiority to get your [[Dire Wolf]] (or [[Medveditsa]]) into position. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Sikora is about marching a big blob of Man-o-war up the board, feating and daring your opponent to fight them. Unyielding and Iron Flesh boosts their already high resilience to insane levels. The feat also helps you hit which Suppressors appreciate, but otherwise she is mainly about melee where Positive Charge wades in. She is a stat blob looking for a punch-up in the middle of the table without thinking deep strategy. * Positive Charge is cast on warjacks but helps all melee attacks within 3". She will take a true mixed arms army, with melee warriors interspersed with [[Dire Wolf]]. * Add Puissance and your [[Man-o-war Wrecking Crew]] are hitting at least 2 attacks each at POW18. * Your 'weakest' Man-o-War or [[Dire Wolf]] starts at Arm19, while Wrecking Crew under feat and Iron Flesh are at Arm 24, Feated Dire Wolf with shield at arm24. Your opponent will be looking for a weak link in your chain, and just seeing more strength. Add [[Krol]] for Tough and your opponent may do nothing for a turn. * Desperate pace hugely helps your models get into position == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * She doesn't have too many tricks in her toolbox, so can be predictable and out-manouvred on scenario. You need to get up the board quickly and camp close to objectives, because otherwise you might be blocked out. * She has some of the biggest stats in [[Winter Korps]], but unfortunately still might be the softest target in her army. Notably she lacks steady & sturdy that the rest of her army has. Combined with her low spd makes it difficult to get much use out of her big melee weapons. == Tricks: == <!-- dot point list of cool plays and combos--> * Tricks? We have stats! Don't worry about Tricks. * Hyper-aggressive is one of those rules you forget 90% of the time then it accidentally wins you a game. It can be used late in a turn, once you are confident of surviving what's left, to get her closer to her target (hopefully a warcaster), or contest a scenario piece. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Start simple - just take max FA of all Man-o-War models! * [[Man-o-war Suppressors]] benefit from feat rerolls and unyielding. They are also a good target for Tactical Supremacy, let them space out or rush scenario. * [[Man-o-war Wrecking Crew]] are at home with Sikora. She improves everything they already do well - positive charge and unyielding. With all the buffs and rack, they hit arm24, or pow18 in melee. Desperate Pace is also a much needed boost to speed. * [[Dire Wolf]] take 3 or 4 cheap ones (9pts) with hammer and shield. They spread Positive Charge well, and are insanely difficult to remove for their price: at arm23 under feat. Shield Guard is also useful to take hits for less resilient models (or Sikora) * If you're out of Wrecking Crew and still need punch, [[Shock Trooper Pikemen]] are our next best melee options. Arm20 under feat is still killable, but positive charge and puissance are hitting even harder than Wrecking Crew, and a Crit Armour Pierce is just obscene. * [[Koldun Lord Damien Korovnik]] should be taken for a 'free' positive charge. Deploy him and a Dire Wolf away from Sikora, to spread to a different part of the board. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> :Kommander Tatiana Sikora ::SPELL - Iron Flesh ::SPELL - Puissance :9 Dire Wolf 1 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 2 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :3 Koldun Lord Damien Korovnik :5 Krueger, Wrath of Blighterghast :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :4 Arkanists :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :10 Man-O-War Wrecking Crew 1 :10 Man-O-War Wrecking Crew 2 :4 Winter Korps Snipers 1 ::1 Winter Korps Hunting Dog 1 :4 Winter Korps Snipers 2 ::1 Winter Korps Hunting Dog 2 PC COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::Put the Fires Out Simple list - as many Dire Wolves and Man-o-war as you can, with a support of Krol and Winter Korps Officers. Snipers are important for keeping you in the game on scenario - contesting enemy objectives and holding your own. == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 21128564df4c68bf18e71779823e02b6888fe335 842 841 2024-07-19T01:18:16Z Gedditoffme 2 /* {{PAGENAME}} */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Annihlator Cadre]] [[Man-o-war]] [[Warcaster]]'''</span><BR> '''' [[File:Sikora.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sikora 1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities:=== * Unstoppable * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''Desperate Pace [Man-O-War]''' RNG 5. Target Friendly Man-O-War trooper model. If the model is in range, models in its unit gain +2 SPD during their Normal Movement this turn. * '''Bulldoze''' * '''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly toward the attacking model. * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model ===Weapons=== {{Melee Weapon|Great Axe|7|2|14|* '''Magical''' * '''Critical Brutal Damage''': On a critical hit, gain an additional die on this weapon's damage rolls against the target directly hit.}} {{Melee Weapon|Frost Driver|7|1|12|* '''Magical''' * '''Critical Armor-Piercing''': On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit. * '''Freeze''' - A model hit by this weapon becomes stationary for one wound unless it has Resistance: Cold}} === Feat: Fortunes of War=== While in Sikora's control range, friendly Faction models gain Unyielding. Additionally, while in Sikora's control range, friendly Faction models can reroll missed attack rolls. Each attack roll can be rerolled only once as a result of Fortunes of War. Fortunes of War lasts for one round. (A model with Unyielding gains +2ARM against melee damage rolls.) === Spells === {{Avengine Force}} {{Positive Charge}} {{Tactical Supremacy}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Making Man-o-War melee models more dangerous is the name of the game, and the usual upkeeps will probably be the answer. Iron Flesh, Puissance will be the main choices, Superiority to get your [[Dire Wolf]] (or [[Medveditsa]]) into position. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Sikora is about marching a big blob of Man-o-war up the board, feating and daring your opponent to fight them. Unyielding and Iron Flesh boosts their already high resilience to insane levels. The feat also helps you hit which Suppressors appreciate, but otherwise she is mainly about melee where Positive Charge wades in. She is a stat blob looking for a punch-up in the middle of the table without thinking deep strategy. * Positive Charge is cast on warjacks but helps all melee attacks within 3". She will take a true mixed arms army, with melee warriors interspersed with [[Dire Wolf]]. * Add Puissance and your [[Man-o-war Wrecking Crew]] are hitting at least 2 attacks each at POW18. * Your 'weakest' Man-o-War or [[Dire Wolf]] starts at Arm19, while Wrecking Crew under feat and Iron Flesh are at Arm 24, Feated Dire Wolf with shield at arm24. Your opponent will be looking for a weak link in your chain, and just seeing more strength. Add [[Krol]] for Tough and your opponent may do nothing for a turn. * Desperate pace hugely helps your models get into position == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * She doesn't have too many tricks in her toolbox, so can be predictable and out-manouvred on scenario. You need to get up the board quickly and camp close to objectives, because otherwise you might be blocked out. * She has some of the biggest stats in [[Winter Korps]], but unfortunately still might be the softest target in her army. Notably she lacks steady & sturdy that the rest of her army has. Combined with her low spd makes it difficult to get much use out of her big melee weapons. == Tricks: == <!-- dot point list of cool plays and combos--> * Tricks? We have stats! Don't worry about Tricks. * Hyper-aggressive is one of those rules you forget 90% of the time then it accidentally wins you a game. It can be used late in a turn, once you are confident of surviving what's left, to get her closer to her target (hopefully a warcaster), or contest a scenario piece. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Start simple - just take max FA of all Man-o-War models! * [[Man-o-war Suppressors]] benefit from feat rerolls and unyielding. They are also a good target for Tactical Supremacy, let them space out or rush scenario. * [[Man-o-war Wrecking Crew]] are at home with Sikora. She improves everything they already do well - positive charge and unyielding. With all the buffs and rack, they hit arm24, or pow18 in melee. Desperate Pace is also a much needed boost to speed. * [[Dire Wolf]] take 3 or 4 cheap ones (9pts) with hammer and shield. They spread Positive Charge well, and are insanely difficult to remove for their price: at arm23 under feat. Shield Guard is also useful to take hits for less resilient models (or Sikora) * If you're out of Wrecking Crew and still need punch, [[Shock Trooper Pikemen]] are our next best melee options. Arm20 under feat is still killable, but positive charge and puissance are hitting even harder than Wrecking Crew, and a Crit Armour Pierce is just obscene. * [[Koldun Lord Damien Korovnik]] should be taken for a 'free' positive charge. Deploy him and a Dire Wolf away from Sikora, to spread to a different part of the board. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> :Kommander Tatiana Sikora ::SPELL - Iron Flesh ::SPELL - Puissance :9 Dire Wolf 1 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 2 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :3 Koldun Lord Damien Korovnik :5 Krueger, Wrath of Blighterghast :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :4 Arkanists :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :10 Man-O-War Wrecking Crew 1 :10 Man-O-War Wrecking Crew 2 :4 Winter Korps Snipers 1 ::1 Winter Korps Hunting Dog 1 :4 Winter Korps Snipers 2 ::1 Winter Korps Hunting Dog 2 PC COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::Put the Fires Out Simple list - as many Dire Wolves and Man-o-war as you can, with a support of Krol and Winter Korps Officers. Snipers are important for keeping you in the game on scenario - contesting enemy objectives and holding your own. == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 4fc80f94c8b09e432a249f42c46becb288c88e90 846 842 2024-07-19T01:22:04Z Gedditoffme 2 /* Spells */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Annihlator Cadre]] [[Man-o-war]] [[Warcaster]]'''</span><BR> '''' [[File:Sikora.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sikora 1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities:=== * Unstoppable * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''Desperate Pace [Man-O-War]''' RNG 5. Target Friendly Man-O-War trooper model. If the model is in range, models in its unit gain +2 SPD during their Normal Movement this turn. * '''Bulldoze''' * '''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly toward the attacking model. * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model ===Weapons=== {{Melee Weapon|Great Axe|7|2|14|* '''Magical''' * '''Critical Brutal Damage''': On a critical hit, gain an additional die on this weapon's damage rolls against the target directly hit.}} {{Melee Weapon|Frost Driver|7|1|12|* '''Magical''' * '''Critical Armor-Piercing''': On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit. * '''Freeze''' - A model hit by this weapon becomes stationary for one wound unless it has Resistance: Cold}} === Feat: Fortunes of War=== While in Sikora's control range, friendly Faction models gain Unyielding. Additionally, while in Sikora's control range, friendly Faction models can reroll missed attack rolls. Each attack roll can be rerolled only once as a result of Fortunes of War. Fortunes of War lasts for one round. (A model with Unyielding gains +2ARM against melee damage rolls.) === Spells === {{Avenging Force}} {{Positive Charge}} {{Tactical Supremacy}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Making Man-o-War melee models more dangerous is the name of the game, and the usual upkeeps will probably be the answer. Iron Flesh, Puissance will be the main choices, Superiority to get your [[Dire Wolf]] (or [[Medveditsa]]) into position. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Sikora is about marching a big blob of Man-o-war up the board, feating and daring your opponent to fight them. Unyielding and Iron Flesh boosts their already high resilience to insane levels. The feat also helps you hit which Suppressors appreciate, but otherwise she is mainly about melee where Positive Charge wades in. She is a stat blob looking for a punch-up in the middle of the table without thinking deep strategy. * Positive Charge is cast on warjacks but helps all melee attacks within 3". She will take a true mixed arms army, with melee warriors interspersed with [[Dire Wolf]]. * Add Puissance and your [[Man-o-war Wrecking Crew]] are hitting at least 2 attacks each at POW18. * Your 'weakest' Man-o-War or [[Dire Wolf]] starts at Arm19, while Wrecking Crew under feat and Iron Flesh are at Arm 24, Feated Dire Wolf with shield at arm24. Your opponent will be looking for a weak link in your chain, and just seeing more strength. Add [[Krol]] for Tough and your opponent may do nothing for a turn. * Desperate pace hugely helps your models get into position == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * She doesn't have too many tricks in her toolbox, so can be predictable and out-manouvred on scenario. You need to get up the board quickly and camp close to objectives, because otherwise you might be blocked out. * She has some of the biggest stats in [[Winter Korps]], but unfortunately still might be the softest target in her army. Notably she lacks steady & sturdy that the rest of her army has. Combined with her low spd makes it difficult to get much use out of her big melee weapons. == Tricks: == <!-- dot point list of cool plays and combos--> * Tricks? We have stats! Don't worry about Tricks. * Hyper-aggressive is one of those rules you forget 90% of the time then it accidentally wins you a game. It can be used late in a turn, once you are confident of surviving what's left, to get her closer to her target (hopefully a warcaster), or contest a scenario piece. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Start simple - just take max FA of all Man-o-War models! * [[Man-o-war Suppressors]] benefit from feat rerolls and unyielding. They are also a good target for Tactical Supremacy, let them space out or rush scenario. * [[Man-o-war Wrecking Crew]] are at home with Sikora. She improves everything they already do well - positive charge and unyielding. With all the buffs and rack, they hit arm24, or pow18 in melee. Desperate Pace is also a much needed boost to speed. * [[Dire Wolf]] take 3 or 4 cheap ones (9pts) with hammer and shield. They spread Positive Charge well, and are insanely difficult to remove for their price: at arm23 under feat. Shield Guard is also useful to take hits for less resilient models (or Sikora) * If you're out of Wrecking Crew and still need punch, [[Shock Trooper Pikemen]] are our next best melee options. Arm20 under feat is still killable, but positive charge and puissance are hitting even harder than Wrecking Crew, and a Crit Armour Pierce is just obscene. * [[Koldun Lord Damien Korovnik]] should be taken for a 'free' positive charge. Deploy him and a Dire Wolf away from Sikora, to spread to a different part of the board. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> :Kommander Tatiana Sikora ::SPELL - Iron Flesh ::SPELL - Puissance :9 Dire Wolf 1 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 2 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :3 Koldun Lord Damien Korovnik :5 Krueger, Wrath of Blighterghast :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :4 Arkanists :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :10 Man-O-War Wrecking Crew 1 :10 Man-O-War Wrecking Crew 2 :4 Winter Korps Snipers 1 ::1 Winter Korps Hunting Dog 1 :4 Winter Korps Snipers 2 ::1 Winter Korps Hunting Dog 2 PC COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::Put the Fires Out Simple list - as many Dire Wolves and Man-o-war as you can, with a support of Krol and Winter Korps Officers. Snipers are important for keeping you in the game on scenario - contesting enemy objectives and holding your own. == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 1497485ef7caa367e2f7d92f2d084f47b2f67a88 File:Wrecking Crew.webp 6 268 843 2024-07-19T01:19:53Z Gedditoffme 2 wikitext text/x-wiki Wrecking Crew official shot 284b82551cd9c947522b9af91da16b6a64fd5bff Man-O-War Wrecking Crew 0 230 844 738 2024-07-19T01:20:03Z Gedditoffme 2 wikitext text/x-wiki = Man-o-War Wrecking Crew= <span style="font-size: 1.2em;">'''[[Khador]] [[Annihlator Cadre]] [[Unit]]'''</span> <!-- Flavour text from official selling points --> [[File:Wrecking Crew.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Man-O-War Wrecking Crew''' || <!--Spd--> 4 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 10 || <!--Arm--> 19 || <!--HP--> 10 |} 3 models for 10pts ===Abilities:=== * '''Unstoppable''' * '''Blast Resistance''' * '''Bulldoze''' * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model *'''Sturdy''' This model cannot be pushed *'''Steady''' This model cannot become knocked down *'''Vengeance''' During your Maintenance Phase, if one or more models in this unit were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack. ===Weapons=== {{Melee Weapon|<!--Name-->Battle Saw|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Critical Shred''': On a critical hit with this weapon during this model's combat action, after the attack is resolved this model can make one additional attack with this weapon against the model hit.}} {{Melee Weapon|<!--Name-->Ram Piston|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Critical Smite''': On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the POW of this weapon. * Buckler (+1 Arm)}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Wrecking Crew are a chunky roadblock that also have some big melee attacks. <!-- How do they do it, what do they excel at?--> * With their bucklers, they are arm20 with 10 boxes each. For taking up space and daring opponents to kill them, they are some of the best value models in the game. * Bulldoze, steady and sturdy add to the difficulty dealing with them: as opponents generally need to destroy them (or slam, throw if they can) * Pow14 is getting good, but 2 attacks and their crits means they take damage buffs really well. Look for Puissance and stack with caster's effects like [[Savaryn]]'s Kill Order or [[Sikora]]'s Positive Charge to get to POW18. * Vengeance gets them closer if they were damaged, or an extra attack if they are already in the thick of things. * Can be vulnerable to AOE control effects such as Powder Keg, AOE Crit Pitch (eg on [[Mule]]. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Base SPD4 can be a challenge to get them engaged - with a charging threat range of only 8" or 11" with vengeance, and only a few ways to increase this. * Vengeance is their main threat increaser, but your opponents don't have much reason to try to hurt Man-o-war unless they can really kill them. And they're not going to accidentally damage with blasts either. == Synergy == <!-- Which models work well with this? --> * [[Sikora]]'s positive charge and unyielding are another solid buff - getting them to arm 24 with Iron Flesh on feat. Desperate Pace increases their spd by 2", starting to get to a more 'average' 10" charging threat range. * [[Kovoskiy]] gives Dash, and her feat gives cleave and overtake. Battle Lust works too - giving them even harder hitting melee attacks. * Against beasts or cavalry, [[Krueger3]] can spread -1 arm if he can get within 5" of the living target, and give the Wrecking Crew +1MAT too. Although in this case he also gives the Man o War -1 ARM. * Take resilience buffs well, with Iron Flesh on the rack to make them arm22, [[Sikora]]'s feat giving unyielding (arm24), and [[Krol]] giving Tough. == Tricks == <!-- dot point list of cool plays and combos--> * If you charge a heavy target, Place the wrecking crew on opposite sides, so a crit smite will slam the target into a Man-o-war, keeping them engaged and giving an extra die of damage. Your buddy won't get knocked down either due to sturdy. * Give them shield guard from [[Savaryn]]'s battle plans or [[High Alert]] Command Card. They can protect another target from a mid-high power shot and also trigger Vengeance. Surprise! {{Winter Korps Footer}} 0acd65741a8c81df78b0278677bb3312d25460c8 Sergeant Sergei Krol 0 160 845 526 2024-07-19T01:20:34Z Gedditoffme 2 /* Sergeant Sergei Krol */ wikitext text/x-wiki = Sergeant Sergei Krol = <span style="font-size: 1.2em;">'''[[Khador]] [[Annihlator Cadre]] [[Man-o-war]] [[Solo]]'''</span> ''An affable and well-liked soldier, Krol is a brutal combatant on the battlefield. All his technical knowledge of mechanikal systems filters into a singularly destructive capacity to see weakness in any warjack to cross his path. His every attack that fells an iron behemoth is met with a peel of roaring laughter as the grinning jackal rains down more hell upon the batlefield.'' [[File:Krol.jpg|thumb|right|alt=Sergeant Sergei Krol|Sergeant Sergei Krol]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Sergeant Sergei Krol''' || 4 || - || 7 || 6 || 10 || 19 || 10 |} 5 points ===Abilities:=== *'''Unstoppable''' *'''Tough''' *'''Steady''' *'''Sturdy''' *'''Bulldoze''' *'''Resistance: Blast''' *'''Jack Hunter''' *'''Dual Attack''' *'''Leadership - Man-O-War''' - While within 10" of this model, friendly Man-O-War models gain Tough. *'''Repairable''' *'''Tune Up''' ===Weapons=== {{Ranged Weapon|Grenade Pod|6|10|1|AOE2|13/8|}} {{Ranged Weapon|Grenade Pod|6|10|1|AOE2|13/8|}} {{Ranged Weapon|Harpoon|6|8|1|-|13|*'''Skewer:''' When this model damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction.}} {{Melee Weapon|Heavy Drill|7|1|15|*'''Grievous Wounds'''}} == Role and strengths == A walking weapons platform - Winter Korps most elite character solo. * Provides passive support to other Man-O-War models by making them Tough - including Tatiana Sikora. * One of the only sources of pathfinder for Winter Korps jacks, and Tune-Up also happens to remove negative conditions while you're at it. * Makes a lot of attacks - if you face non-blast resistant infantry he is an absolute terror. * Very high damage output into Warjacks * Can drag 50mm models! == Downsides == * Slow - SPD4 isn't setting the world on fire and this means his drag is often a late-game consideration. * The slow speed means his tough aura might not be where it can cover 100% of your Man-O-War * Doesn't have pistol or gunfighter which means you have to be careful about wading into melee if you want to maximise his shooting. * A target on his back - Many opponents want Krol dead ASAP! == Synergy == * [[Savaryn]]’s Kill Order improves him significantly. A running theme from Savaryn. * Wants to be played with as many [[Man-o-War Suppressors]], [[Man-O-War Wrecking Crew]] and [[Kontroller]]'s as possible for his Tough aura. * [[Yana]]'s Dash is his only direct speed buff * [[Winter Korps Officer]]'s can apply the Swift Hunter battleplan to him which lets him advance up to 6" potentially between shots (or 4" further to enable a drag on a key target!) == Tricks == * His grenade pods have an auto hitting POW 8 so he can fire into melee to disengage other models from tarpit light infantry and not care if he hits or not. * Don't play him overly conservatively, he's not immortal but he's not an easy model to kill. * If you're planning on dragging an enemy warjack, shoot your grenade pods first because of the lack of pistol. This will lead to you landing three boosted POW 13s and a boosted POW 15 melee attack. * If the drag is unlikely do it early in a turn to see if you spike into a positive result that changes the rest of your turn instead of waiting and not having follow up if things go right. {{Winter Korps Footer}} ddf3661cb4ea7a972c967a2788c6f396c7a0778e Khador Winter Korps 0 31 847 800 2024-07-19T01:23:29Z Gedditoffme 2 /* Kommander Tatiana Sikora */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There aren't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Kapitan Ekaterina Baranova, is a heavily magic focused Winter Korps Warcaster that can also be immensely flexible as a support warcaster. Baranova is able to leverage any spell off of the rack and comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance through her Warjacks which allows her to get a great amount of use out of the offensive spells Winter Korps has access to. Baranova has an incredible Feat, possibly one of the strongest denial feats currently in the game, comparable to Zerkova 1's feat from previous editions of the game. Baranova's Feat drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Baranovas feat is best used to hit the opponent, feat stopping the enemy from counter attacking, and then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation of Wrath amplifies the accuracy of the whole army. Her worst problem is she tends to want to do everything all at once, but never has enough Focus to do more then one or two things a turn because she is often times upkeeping 2 to 3 upkeeps spells too. However, the Power Swell command card gives her the extra Focus for the one Turn that might win you the game. If you want learn to play the resource management minigame of Warmachine Focus based armies, she is the Warcaster for you with both strong offensive and defensive options. === [[Kapitan Ilari Borisyuk]] === Kapitan Ilari Borisyuk is the Widowmaker Warcaster of the Winter Korps army. Sadly, that doesn't mean he brings something special to Winter Korps. What he does bring, is an extremely versatile gun, with very good ammo types to support his army, or contribute to the game himself. Ilari Borisyuk prefers to maximize shooting with his gun, over casting spells, so most of the time he will just upkeep one or two Spells, and then use the Rest of his Focus to Boost his shots and/or buy a second one. It is helpful to try to save at least one to two Focus on him to reduce damage during your opponents turn, because he tends to die really fast due to his very low ARM of 14 and only 16 damage boxes. He has Prowl at least, which saves him a little bit when he is able to get into concealment or cover. Before the Release of the Mastodon, he was probably Winter Korps best answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allows you to move attack with your whole Battlegroup once, before actually activating it, therefore allowing you to greatly increase the threat range of models in his battlegroup. However, there are many effects outside there preventing the trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the moment. It should be noted, that he can be the absolute King of small point games, due to the simple fact that his ammo types matter even more and he can often taken down a model or two per turn himself with less risk to himself in small point games. === [[Kapitan Yana Kovoskiy]] === Yana is one of Winter Korps melee warcaster. She rides to battle on a huge bear, she's got a mountain of initial attacks, and whether she's clearing units of infantry or tearing a heavy apart it's all playing into her strategy of triggering her Conferred Rage ability to buff her Warjacks even further. She also has 2, decent ranged attacks which have Arcing Fire and Critical Armor-Piercing, which can allow here to stand back and trigger Conferred Rage from distance if it is a bad idea to charge in and get personal with her opponents models. Yana lists can make decisions about whether they want to maximize Conferred Rage benefits by playing Warjack heavy, or playing infantry who benefit from her feat and her spell list. On a turn by turn basis, she decides whether she's supporting the army passively, or using her focus to get personally involved. Ultimately, Yana is a very rewarding caster with a flexible list build and playstyle, who gets an advantage in piece trading and the end-game because she's personally a monster combat model who can cast Battle Lust, her personal, non-Spell Rack, upkeep spells on herself, which gives her and extra die on melee damage rolls, but also gives her -2 DEF. === [[Kommander Tatiana Sikora]] === Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. Sikora is about marching a big blob of Man-o-war up the board, feating and daring your opponent to fight them. Unyielding and Iron Flesh boosts their already high resilience to insane levels. The feat also helps you hit which Suppressors appreciate, but otherwise she is mainly about melee where Positive Charge wades in. She is a stat blob looking for a punch-up in the middle of the table without thinking deep strategy. === [[Kommander Valerii Savaryn]] === Arguably, Kommander Valerii Savaryn is the best Warcaster Winter Korps has to offer, and maybe a contestant for the best Leader model in Warmachine right now. Savaryn, has a strong combination of Battle Plans, Spells, and a Feat that can pump models in Winter Korps armies up to 11. One of his battle plans, Kill Order effects all friendly warrior models, not just friend faction warriors models, which allows him to give a +2 Attack and Damage Buff to all friendly warriors models, including the various Mercenary option for Winter Korps. Savaryn, can also speed up one of his Warjacks to ludicrous levels of movement, due to the combined effects of the spells Escort and Superiority. His Feat allows his army to shoot everything, everywhere, all at once, without any Defense Tech, along with use his battle plans 3 times during is activation in any combination Savaryn wants. If you are just looking for a very strong Warcaster, with good abilities and a good Spell list, Savaryn is your Guy. {{Winter Korps Footer}} 336e92b2880ee4d9620b10e34d266f15c29b8c9a Template:Positive Charge 10 269 848 2024-07-19T01:25:11Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Positive Charge</big> ''' || 2 || 6 || -|| - || Turn || No |- |colspan=7 style="text-align: left;"| Target Friendly Faction Cohort model gains +2 to melee attack and melee damage rolls. While within 3" of th..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Positive Charge</big> ''' || 2 || 6 || -|| - || Turn || No |- |colspan=7 style="text-align: left;"| Target Friendly Faction Cohort model gains +2 to melee attack and melee damage rolls. While within 3" of the affected Cohort model, other friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn. |} 89e7b037217091b00bb38984b8cf7b81423c1298 File:Officer.webp 6 270 849 2024-07-19T01:32:06Z Gedditoffme 2 wikitext text/x-wiki WK officer 5acc50f20d6b91b6d43b81faeda6b97456d413c7 Winter Korps Officer 0 271 850 2024-07-19T01:43:13Z Gedditoffme 2 Created page with "= Winter Korps Officer = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> '' At the heart of the Winter Korps is its staff of highly trained commissioned officers. Exemplars of Khadoran military discipline and well steeped in the Motherland’s hard-learned tactics and strategies of war, these skilled and professional soldiers are able to maximize the effectiveness of the troops they command in battle. Leading from the front, the Winter..." wikitext text/x-wiki = Winter Korps Officer = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> '' At the heart of the Winter Korps is its staff of highly trained commissioned officers. Exemplars of Khadoran military discipline and well steeped in the Motherland’s hard-learned tactics and strategies of war, these skilled and professional soldiers are able to maximize the effectiveness of the troops they command in battle. Leading from the front, the Winter Korps officers are also deadly combatants and skilled survivors.'' [[File:Officer.webp|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Officer ''' || 6 || - || 7 || 7 || 14 || 14 || 5 |} 2 points ===Abilities:=== *'''Tough''' *'''Pathfinder''' *'''Dual Attack''' *'''Battle Plan''' This model can use one of the following plans at any time during its activation **'''March''' RNG5 Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn. **'''Press The Advantage''' RNG5 Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Swift Hunter for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) **'''Stand your ground''' RNG5 Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Set Defense for one turn. (Models suffer -2 on charge and slam power attack rolls against a model with Set Defense.) *'''Dodge''' This model can advance up to 2" immediately after an enemy attack that missed it is resolved. *'''Feign Death''' This model cannot be targeted by ranged or arcane attacks while knocked down. ===Weapons=== {{Ranged Weapon|Hand Cannon|7|12|1|-|12|* '''Pistol'''}} {{Melee Weapon|Saber|7|1|9|* '''Weapon Master'''}} == Role and strengths == Support solo, mainly there for Battle plans such as Pathfinder or Swift Hunter. His low cost and statline often mean you will bring 2 or more. * His own combat abilities are formidable, with good weapons and accuracy of 7. * Defensively he brings Def14, arm14, Dodge and tough, which is a very resilient package for his points. == Downsides == == Synergy == * Any warriors who may need pathfinder * [[Man-o-war suppressors]] or [[Shock Trooper Gunners]] can get a big speed boost using swift hunter and multiple shots. Keep stepping 2" as long as you keep shooting and keep killing. == Tricks == * Can be an annoying objective contester: give yourself Set Defense then run. Against charge attacks you are Def16, arm14, tough and can dodge if they miss. * His own hand cannon is a decent shot for triggering Swift Hunter, if you need him a bit closer to the action or take a step away. {{Winter Korps Footer}} c5c64c05d5aaa8913e08090714bdb4c18a93def9 Winter Korps Officer 0 271 851 850 2024-07-19T01:43:51Z Gedditoffme 2 /* Synergy */ wikitext text/x-wiki = Winter Korps Officer = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> '' At the heart of the Winter Korps is its staff of highly trained commissioned officers. Exemplars of Khadoran military discipline and well steeped in the Motherland’s hard-learned tactics and strategies of war, these skilled and professional soldiers are able to maximize the effectiveness of the troops they command in battle. Leading from the front, the Winter Korps officers are also deadly combatants and skilled survivors.'' [[File:Officer.webp|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Officer ''' || 6 || - || 7 || 7 || 14 || 14 || 5 |} 2 points ===Abilities:=== *'''Tough''' *'''Pathfinder''' *'''Dual Attack''' *'''Battle Plan''' This model can use one of the following plans at any time during its activation **'''March''' RNG5 Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn. **'''Press The Advantage''' RNG5 Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Swift Hunter for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) **'''Stand your ground''' RNG5 Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Set Defense for one turn. (Models suffer -2 on charge and slam power attack rolls against a model with Set Defense.) *'''Dodge''' This model can advance up to 2" immediately after an enemy attack that missed it is resolved. *'''Feign Death''' This model cannot be targeted by ranged or arcane attacks while knocked down. ===Weapons=== {{Ranged Weapon|Hand Cannon|7|12|1|-|12|* '''Pistol'''}} {{Melee Weapon|Saber|7|1|9|* '''Weapon Master'''}} == Role and strengths == Support solo, mainly there for Battle plans such as Pathfinder or Swift Hunter. His low cost and statline often mean you will bring 2 or more. * His own combat abilities are formidable, with good weapons and accuracy of 7. * Defensively he brings Def14, arm14, Dodge and tough, which is a very resilient package for his points. == Downsides == == Synergy == * Any warriors who may need pathfinder * [[Man-o-War Suppressors]] or [[Shock Trooper Gunners]] can get a big speed boost using swift hunter and multiple shots. Keep stepping 2" as long as you keep shooting and keep killing. == Tricks == * Can be an annoying objective contester: give yourself Set Defense then run. Against charge attacks you are Def16, arm14, tough and can dodge if they miss. * His own hand cannon is a decent shot for triggering Swift Hunter, if you need him a bit closer to the action or take a step away. {{Winter Korps Footer}} 1909f315c63668c9d6299216a618973805258b9d Kommander Tatiana Sikora 0 267 852 846 2024-07-19T01:46:45Z SilentMunk 26 /* {{PAGENAME}} */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Annihlator Cadre]] [[Man-o-war]] [[Warcaster]]'Tatiana Sikora is a veteran Man-O-War warcaster who rose quickly through the ranks at the end of the Llaelese War. A full kommander, she is one of the highest- ranking warcasters currently in service to the Motherland. She later served as a liaison between the Khadoran Mechaniks Assembly and the High Kommand detailed to the next generation Man-O-War project. Sikora was instrumental in integrating the new Man-O- War Suppressors into the Winter Korps and helped write the training manual for the new armored system. She was later tasked command of the new Annihilator Korps and personally handpicked its initial command staff. She would later oversee the expansion of the Korps into a full kompany and has led it in the field ever since. Sikora is a stern military commander with a reputation for being a workhorse. There is nothing she will ask of the soldiers who follow her into combat that she is unwilling to do herself. Her integral knowledge of all aspects of the Man-O-War armored systems has enabled her to get the most out of the forces she commands, pushing them continually beyond the limits of what even her senior mechaniks believe is possible.'</span><BR> '''' [[File:Sikora.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sikora 1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities:=== * Unstoppable * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''Desperate Pace [Man-O-War]''' RNG 5. Target Friendly Man-O-War trooper model. If the model is in range, models in its unit gain +2 SPD during their Normal Movement this turn. * '''Bulldoze''' * '''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly toward the attacking model. * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model ===Weapons=== {{Melee Weapon|Great Axe|7|2|14|* '''Magical''' * '''Critical Brutal Damage''': On a critical hit, gain an additional die on this weapon's damage rolls against the target directly hit.}} {{Melee Weapon|Frost Driver|7|1|12|* '''Magical''' * '''Critical Armor-Piercing''': On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit. * '''Freeze''' - A model hit by this weapon becomes stationary for one wound unless it has Resistance: Cold}} === Feat: Fortunes of War=== While in Sikora's control range, friendly Faction models gain Unyielding. Additionally, while in Sikora's control range, friendly Faction models can reroll missed attack rolls. Each attack roll can be rerolled only once as a result of Fortunes of War. Fortunes of War lasts for one round. (A model with Unyielding gains +2ARM against melee damage rolls.) === Spells === {{Avenging Force}} {{Positive Charge}} {{Tactical Supremacy}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Making Man-o-War melee models more dangerous is the name of the game, and the usual upkeeps will probably be the answer. Iron Flesh, Puissance will be the main choices, Superiority to get your [[Dire Wolf]] (or [[Medveditsa]]) into position. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Sikora is about marching a big blob of Man-o-war up the board, feating and daring your opponent to fight them. Unyielding and Iron Flesh boosts their already high resilience to insane levels. The feat also helps you hit which Suppressors appreciate, but otherwise she is mainly about melee where Positive Charge wades in. She is a stat blob looking for a punch-up in the middle of the table without thinking deep strategy. * Positive Charge is cast on warjacks but helps all melee attacks within 3". She will take a true mixed arms army, with melee warriors interspersed with [[Dire Wolf]]. * Add Puissance and your [[Man-o-war Wrecking Crew]] are hitting at least 2 attacks each at POW18. * Your 'weakest' Man-o-War or [[Dire Wolf]] starts at Arm19, while Wrecking Crew under feat and Iron Flesh are at Arm 24, Feated Dire Wolf with shield at arm24. Your opponent will be looking for a weak link in your chain, and just seeing more strength. Add [[Krol]] for Tough and your opponent may do nothing for a turn. * Desperate pace hugely helps your models get into position == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * She doesn't have too many tricks in her toolbox, so can be predictable and out-manouvred on scenario. You need to get up the board quickly and camp close to objectives, because otherwise you might be blocked out. * She has some of the biggest stats in [[Winter Korps]], but unfortunately still might be the softest target in her army. Notably she lacks steady & sturdy that the rest of her army has. Combined with her low spd makes it difficult to get much use out of her big melee weapons. == Tricks: == <!-- dot point list of cool plays and combos--> * Tricks? We have stats! Don't worry about Tricks. * Hyper-aggressive is one of those rules you forget 90% of the time then it accidentally wins you a game. It can be used late in a turn, once you are confident of surviving what's left, to get her closer to her target (hopefully a warcaster), or contest a scenario piece. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Start simple - just take max FA of all Man-o-War models! * [[Man-o-war Suppressors]] benefit from feat rerolls and unyielding. They are also a good target for Tactical Supremacy, let them space out or rush scenario. * [[Man-o-war Wrecking Crew]] are at home with Sikora. She improves everything they already do well - positive charge and unyielding. With all the buffs and rack, they hit arm24, or pow18 in melee. Desperate Pace is also a much needed boost to speed. * [[Dire Wolf]] take 3 or 4 cheap ones (9pts) with hammer and shield. They spread Positive Charge well, and are insanely difficult to remove for their price: at arm23 under feat. Shield Guard is also useful to take hits for less resilient models (or Sikora) * If you're out of Wrecking Crew and still need punch, [[Shock Trooper Pikemen]] are our next best melee options. Arm20 under feat is still killable, but positive charge and puissance are hitting even harder than Wrecking Crew, and a Crit Armour Pierce is just obscene. * [[Koldun Lord Damien Korovnik]] should be taken for a 'free' positive charge. Deploy him and a Dire Wolf away from Sikora, to spread to a different part of the board. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> :Kommander Tatiana Sikora ::SPELL - Iron Flesh ::SPELL - Puissance :9 Dire Wolf 1 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 2 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :3 Koldun Lord Damien Korovnik :5 Krueger, Wrath of Blighterghast :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :4 Arkanists :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :10 Man-O-War Wrecking Crew 1 :10 Man-O-War Wrecking Crew 2 :4 Winter Korps Snipers 1 ::1 Winter Korps Hunting Dog 1 :4 Winter Korps Snipers 2 ::1 Winter Korps Hunting Dog 2 PC COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::Put the Fires Out Simple list - as many Dire Wolves and Man-o-war as you can, with a support of Krol and Winter Korps Officers. Snipers are important for keeping you in the game on scenario - contesting enemy objectives and holding your own. == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 74bd84492646dd63d5063f8984d35c9b14e9e895 853 852 2024-07-19T01:49:01Z SilentMunk 26 /* {{PAGENAME}} */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Annihlator Cadre]] [[Man-o-war]] [[Warcaster]]<BR> ''Tatiana Sikora is a veteran Man-O-War warcaster who rose quickly through the ranks at the end of the Llaelese War. A full kommander, she is one of the highest- ranking warcasters currently in service to the Motherland. She later served as a liaison between the Khadoran Mechaniks Assembly and the High Kommand detailed to the next generation Man-O-War project. Sikora was instrumental in integrating the new Man-O- War Suppressors into the Winter Korps and helped write the training manual for the new armored system. She was later tasked command of the new Annihilator Korps and personally handpicked its initial command staff. She would later oversee the expansion of the Korps into a full kompany and has led it in the field ever since.'' <BR> ''Sikora is a stern military commander with a reputation for being a workhorse. There is nothing she will ask of the soldiers who follow her into combat that she is unwilling to do herself. Her integral knowledge of all aspects of the Man-O-War armored systems has enabled her to get the most out of the forces she commands, pushing them continually beyond the limits of what even her senior mechaniks believe is possible.''</span><BR> '''' [[File:Sikora.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sikora 1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities:=== * Unstoppable * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''Desperate Pace [Man-O-War]''' RNG 5. Target Friendly Man-O-War trooper model. If the model is in range, models in its unit gain +2 SPD during their Normal Movement this turn. * '''Bulldoze''' * '''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly toward the attacking model. * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model ===Weapons=== {{Melee Weapon|Great Axe|7|2|14|* '''Magical''' * '''Critical Brutal Damage''': On a critical hit, gain an additional die on this weapon's damage rolls against the target directly hit.}} {{Melee Weapon|Frost Driver|7|1|12|* '''Magical''' * '''Critical Armor-Piercing''': On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit. * '''Freeze''' - A model hit by this weapon becomes stationary for one wound unless it has Resistance: Cold}} === Feat: Fortunes of War=== While in Sikora's control range, friendly Faction models gain Unyielding. Additionally, while in Sikora's control range, friendly Faction models can reroll missed attack rolls. Each attack roll can be rerolled only once as a result of Fortunes of War. Fortunes of War lasts for one round. (A model with Unyielding gains +2ARM against melee damage rolls.) === Spells === {{Avenging Force}} {{Positive Charge}} {{Tactical Supremacy}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Making Man-o-War melee models more dangerous is the name of the game, and the usual upkeeps will probably be the answer. Iron Flesh, Puissance will be the main choices, Superiority to get your [[Dire Wolf]] (or [[Medveditsa]]) into position. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Sikora is about marching a big blob of Man-o-war up the board, feating and daring your opponent to fight them. Unyielding and Iron Flesh boosts their already high resilience to insane levels. The feat also helps you hit which Suppressors appreciate, but otherwise she is mainly about melee where Positive Charge wades in. She is a stat blob looking for a punch-up in the middle of the table without thinking deep strategy. * Positive Charge is cast on warjacks but helps all melee attacks within 3". She will take a true mixed arms army, with melee warriors interspersed with [[Dire Wolf]]. * Add Puissance and your [[Man-o-war Wrecking Crew]] are hitting at least 2 attacks each at POW18. * Your 'weakest' Man-o-War or [[Dire Wolf]] starts at Arm19, while Wrecking Crew under feat and Iron Flesh are at Arm 24, Feated Dire Wolf with shield at arm24. Your opponent will be looking for a weak link in your chain, and just seeing more strength. Add [[Krol]] for Tough and your opponent may do nothing for a turn. * Desperate pace hugely helps your models get into position == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * She doesn't have too many tricks in her toolbox, so can be predictable and out-manouvred on scenario. You need to get up the board quickly and camp close to objectives, because otherwise you might be blocked out. * She has some of the biggest stats in [[Winter Korps]], but unfortunately still might be the softest target in her army. Notably she lacks steady & sturdy that the rest of her army has. Combined with her low spd makes it difficult to get much use out of her big melee weapons. == Tricks: == <!-- dot point list of cool plays and combos--> * Tricks? We have stats! Don't worry about Tricks. * Hyper-aggressive is one of those rules you forget 90% of the time then it accidentally wins you a game. It can be used late in a turn, once you are confident of surviving what's left, to get her closer to her target (hopefully a warcaster), or contest a scenario piece. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Start simple - just take max FA of all Man-o-War models! * [[Man-o-war Suppressors]] benefit from feat rerolls and unyielding. They are also a good target for Tactical Supremacy, let them space out or rush scenario. * [[Man-o-war Wrecking Crew]] are at home with Sikora. She improves everything they already do well - positive charge and unyielding. With all the buffs and rack, they hit arm24, or pow18 in melee. Desperate Pace is also a much needed boost to speed. * [[Dire Wolf]] take 3 or 4 cheap ones (9pts) with hammer and shield. They spread Positive Charge well, and are insanely difficult to remove for their price: at arm23 under feat. Shield Guard is also useful to take hits for less resilient models (or Sikora) * If you're out of Wrecking Crew and still need punch, [[Shock Trooper Pikemen]] are our next best melee options. Arm20 under feat is still killable, but positive charge and puissance are hitting even harder than Wrecking Crew, and a Crit Armour Pierce is just obscene. * [[Koldun Lord Damien Korovnik]] should be taken for a 'free' positive charge. Deploy him and a Dire Wolf away from Sikora, to spread to a different part of the board. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> :Kommander Tatiana Sikora ::SPELL - Iron Flesh ::SPELL - Puissance :9 Dire Wolf 1 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 2 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :3 Koldun Lord Damien Korovnik :5 Krueger, Wrath of Blighterghast :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :4 Arkanists :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :10 Man-O-War Wrecking Crew 1 :10 Man-O-War Wrecking Crew 2 :4 Winter Korps Snipers 1 ::1 Winter Korps Hunting Dog 1 :4 Winter Korps Snipers 2 ::1 Winter Korps Hunting Dog 2 PC COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::Put the Fires Out Simple list - as many Dire Wolves and Man-o-war as you can, with a support of Krol and Winter Korps Officers. Snipers are important for keeping you in the game on scenario - contesting enemy objectives and holding your own. == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 48136db5dc213262ce5c7f78039361c4725aa8af 854 853 2024-07-19T01:49:34Z SilentMunk 26 /* {{PAGENAME}} */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Annihlator Cadre]] [[Man-o-war]] [[Warcaster]]<BR> ''Tatiana Sikora is a veteran Man-O-War warcaster who rose quickly through the ranks at the end of the Llaelese War. A full kommander, she is one of the highest- ranking warcasters currently in service to the Motherland. She later served as a liaison between the Khadoran Mechaniks Assembly and the High Kommand detailed to the next generation Man-O-War project. Sikora was instrumental in integrating the new Man-O- War Suppressors into the Winter Korps and helped write the training manual for the new armored system. She was later tasked command of the new Annihilator Korps and personally handpicked its initial command staff. She would later oversee the expansion of the Korps into a full kompany and has led it in the field ever since.'' <BR> ''Sikora is a stern military commander with a reputation for being a workhorse. There is nothing she will ask of the soldiers who follow her into combat that she is unwilling to do herself. Her integral knowledge of all aspects of the Man-O-War armored systems has enabled her to get the most out of the forces she commands, pushing them continually beyond the limits of what even her senior mechaniks believe is possible.''</span><BR> [[File:Sikora.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sikora 1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities:=== * Unstoppable * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''Desperate Pace [Man-O-War]''' RNG 5. Target Friendly Man-O-War trooper model. If the model is in range, models in its unit gain +2 SPD during their Normal Movement this turn. * '''Bulldoze''' * '''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly toward the attacking model. * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model ===Weapons=== {{Melee Weapon|Great Axe|7|2|14|* '''Magical''' * '''Critical Brutal Damage''': On a critical hit, gain an additional die on this weapon's damage rolls against the target directly hit.}} {{Melee Weapon|Frost Driver|7|1|12|* '''Magical''' * '''Critical Armor-Piercing''': On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit. * '''Freeze''' - A model hit by this weapon becomes stationary for one wound unless it has Resistance: Cold}} === Feat: Fortunes of War=== While in Sikora's control range, friendly Faction models gain Unyielding. Additionally, while in Sikora's control range, friendly Faction models can reroll missed attack rolls. Each attack roll can be rerolled only once as a result of Fortunes of War. Fortunes of War lasts for one round. (A model with Unyielding gains +2ARM against melee damage rolls.) === Spells === {{Avenging Force}} {{Positive Charge}} {{Tactical Supremacy}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Making Man-o-War melee models more dangerous is the name of the game, and the usual upkeeps will probably be the answer. Iron Flesh, Puissance will be the main choices, Superiority to get your [[Dire Wolf]] (or [[Medveditsa]]) into position. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Sikora is about marching a big blob of Man-o-war up the board, feating and daring your opponent to fight them. Unyielding and Iron Flesh boosts their already high resilience to insane levels. The feat also helps you hit which Suppressors appreciate, but otherwise she is mainly about melee where Positive Charge wades in. She is a stat blob looking for a punch-up in the middle of the table without thinking deep strategy. * Positive Charge is cast on warjacks but helps all melee attacks within 3". She will take a true mixed arms army, with melee warriors interspersed with [[Dire Wolf]]. * Add Puissance and your [[Man-o-war Wrecking Crew]] are hitting at least 2 attacks each at POW18. * Your 'weakest' Man-o-War or [[Dire Wolf]] starts at Arm19, while Wrecking Crew under feat and Iron Flesh are at Arm 24, Feated Dire Wolf with shield at arm24. Your opponent will be looking for a weak link in your chain, and just seeing more strength. Add [[Krol]] for Tough and your opponent may do nothing for a turn. * Desperate pace hugely helps your models get into position == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * She doesn't have too many tricks in her toolbox, so can be predictable and out-manouvred on scenario. You need to get up the board quickly and camp close to objectives, because otherwise you might be blocked out. * She has some of the biggest stats in [[Winter Korps]], but unfortunately still might be the softest target in her army. Notably she lacks steady & sturdy that the rest of her army has. Combined with her low spd makes it difficult to get much use out of her big melee weapons. == Tricks: == <!-- dot point list of cool plays and combos--> * Tricks? We have stats! Don't worry about Tricks. * Hyper-aggressive is one of those rules you forget 90% of the time then it accidentally wins you a game. It can be used late in a turn, once you are confident of surviving what's left, to get her closer to her target (hopefully a warcaster), or contest a scenario piece. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Start simple - just take max FA of all Man-o-War models! * [[Man-o-war Suppressors]] benefit from feat rerolls and unyielding. They are also a good target for Tactical Supremacy, let them space out or rush scenario. * [[Man-o-war Wrecking Crew]] are at home with Sikora. She improves everything they already do well - positive charge and unyielding. With all the buffs and rack, they hit arm24, or pow18 in melee. Desperate Pace is also a much needed boost to speed. * [[Dire Wolf]] take 3 or 4 cheap ones (9pts) with hammer and shield. They spread Positive Charge well, and are insanely difficult to remove for their price: at arm23 under feat. Shield Guard is also useful to take hits for less resilient models (or Sikora) * If you're out of Wrecking Crew and still need punch, [[Shock Trooper Pikemen]] are our next best melee options. Arm20 under feat is still killable, but positive charge and puissance are hitting even harder than Wrecking Crew, and a Crit Armour Pierce is just obscene. * [[Koldun Lord Damien Korovnik]] should be taken for a 'free' positive charge. Deploy him and a Dire Wolf away from Sikora, to spread to a different part of the board. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> :Kommander Tatiana Sikora ::SPELL - Iron Flesh ::SPELL - Puissance :9 Dire Wolf 1 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 2 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :3 Koldun Lord Damien Korovnik :5 Krueger, Wrath of Blighterghast :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :4 Arkanists :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :10 Man-O-War Wrecking Crew 1 :10 Man-O-War Wrecking Crew 2 :4 Winter Korps Snipers 1 ::1 Winter Korps Hunting Dog 1 :4 Winter Korps Snipers 2 ::1 Winter Korps Hunting Dog 2 PC COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::Put the Fires Out Simple list - as many Dire Wolves and Man-o-war as you can, with a support of Krol and Winter Korps Officers. Snipers are important for keeping you in the game on scenario - contesting enemy objectives and holding your own. == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} 73849c30573bb8474840b5180ad0824a3ceb0715 855 854 2024-07-19T02:03:24Z SilentMunk 26 /* Roles and Strengths: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Annihlator Cadre]] [[Man-o-war]] [[Warcaster]]<BR> ''Tatiana Sikora is a veteran Man-O-War warcaster who rose quickly through the ranks at the end of the Llaelese War. A full kommander, she is one of the highest- ranking warcasters currently in service to the Motherland. She later served as a liaison between the Khadoran Mechaniks Assembly and the High Kommand detailed to the next generation Man-O-War project. Sikora was instrumental in integrating the new Man-O- War Suppressors into the Winter Korps and helped write the training manual for the new armored system. She was later tasked command of the new Annihilator Korps and personally handpicked its initial command staff. She would later oversee the expansion of the Korps into a full kompany and has led it in the field ever since.'' <BR> ''Sikora is a stern military commander with a reputation for being a workhorse. There is nothing she will ask of the soldiers who follow her into combat that she is unwilling to do herself. Her integral knowledge of all aspects of the Man-O-War armored systems has enabled her to get the most out of the forces she commands, pushing them continually beyond the limits of what even her senior mechaniks believe is possible.''</span><BR> [[File:Sikora.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sikora 1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities:=== * Unstoppable * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''Desperate Pace [Man-O-War]''' RNG 5. Target Friendly Man-O-War trooper model. If the model is in range, models in its unit gain +2 SPD during their Normal Movement this turn. * '''Bulldoze''' * '''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly toward the attacking model. * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model ===Weapons=== {{Melee Weapon|Great Axe|7|2|14|* '''Magical''' * '''Critical Brutal Damage''': On a critical hit, gain an additional die on this weapon's damage rolls against the target directly hit.}} {{Melee Weapon|Frost Driver|7|1|12|* '''Magical''' * '''Critical Armor-Piercing''': On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit. * '''Freeze''' - A model hit by this weapon becomes stationary for one wound unless it has Resistance: Cold}} === Feat: Fortunes of War=== While in Sikora's control range, friendly Faction models gain Unyielding. Additionally, while in Sikora's control range, friendly Faction models can reroll missed attack rolls. Each attack roll can be rerolled only once as a result of Fortunes of War. Fortunes of War lasts for one round. (A model with Unyielding gains +2ARM against melee damage rolls.) === Spells === {{Avenging Force}} {{Positive Charge}} {{Tactical Supremacy}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Making Man-o-War melee models more dangerous is the name of the game, and the usual upkeeps will probably be the answer. Iron Flesh, Puissance will be the main choices, Superiority to get your [[Dire Wolf]] (or [[Medveditsa]]) into position. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Sikora is about marching a big blob of Man-o-war up the board, feating and daring your opponent to fight them. Unyielding and Iron Flesh boosts their already high resilience to insane levels. The feat also helps you hit which Suppressors appreciate, but otherwise she is mainly about melee where Positive Charge wades in. She is a stat blob looking for a punch-up in the middle of the table without thinking deep strategy. * Positive Charge is cast on warjacks but helps all melee attacks within 3". She will take a true mixed arms army, with melee warriors interspersed with [[Dire Wolf]]. * Add Puissance and your [[Man-o-war Wrecking Crew]] are hitting at least 2 attacks each at POW18. * Your 'weakest' Man-o-War or [[Dire Wolf]] starts at Arm19, while Wrecking Crew under feat and Iron Flesh are at Arm 24, Feated Dire Wolf with shield at Arm 23. Your opponent will be looking for a weak link in your chain, and just seeing more strength. Add [[Krol]] for Tough and your opponent may do nothing for a turn. * Desperate pace hugely helps your models get into position == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * She doesn't have too many tricks in her toolbox, so can be predictable and out-manouvred on scenario. You need to get up the board quickly and camp close to objectives, because otherwise you might be blocked out. * She has some of the biggest stats in [[Winter Korps]], but unfortunately still might be the softest target in her army. Notably she lacks steady & sturdy that the rest of her army has. Combined with her low spd makes it difficult to get much use out of her big melee weapons. == Tricks: == <!-- dot point list of cool plays and combos--> * Tricks? We have stats! Don't worry about Tricks. * Hyper-aggressive is one of those rules you forget 90% of the time then it accidentally wins you a game. It can be used late in a turn, once you are confident of surviving what's left, to get her closer to her target (hopefully a warcaster), or contest a scenario piece. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Start simple - just take max FA of all Man-o-War models! * [[Man-o-war Suppressors]] benefit from feat rerolls and unyielding. They are also a good target for Tactical Supremacy, let them space out or rush scenario. * [[Man-o-war Wrecking Crew]] are at home with Sikora. She improves everything they already do well - positive charge and unyielding. With all the buffs and rack, they hit arm24, or pow18 in melee. Desperate Pace is also a much needed boost to speed. * [[Dire Wolf]] take 3 or 4 cheap ones (9pts) with hammer and shield. They spread Positive Charge well, and are insanely difficult to remove for their price: at arm23 under feat. Shield Guard is also useful to take hits for less resilient models (or Sikora) * If you're out of Wrecking Crew and still need punch, [[Shock Trooper Pikemen]] are our next best melee options. Arm20 under feat is still killable, but positive charge and puissance are hitting even harder than Wrecking Crew, and a Crit Armour Pierce is just obscene. * [[Koldun Lord Damien Korovnik]] should be taken for a 'free' positive charge. Deploy him and a Dire Wolf away from Sikora, to spread to a different part of the board. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> :Kommander Tatiana Sikora ::SPELL - Iron Flesh ::SPELL - Puissance :9 Dire Wolf 1 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 2 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :3 Koldun Lord Damien Korovnik :5 Krueger, Wrath of Blighterghast :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :4 Arkanists :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :10 Man-O-War Wrecking Crew 1 :10 Man-O-War Wrecking Crew 2 :4 Winter Korps Snipers 1 ::1 Winter Korps Hunting Dog 1 :4 Winter Korps Snipers 2 ::1 Winter Korps Hunting Dog 2 PC COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::Put the Fires Out Simple list - as many Dire Wolves and Man-o-war as you can, with a support of Krol and Winter Korps Officers. Snipers are important for keeping you in the game on scenario - contesting enemy objectives and holding your own. == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} e7cbf3c39bb05cc5e6dc5040829d8223443049be 856 855 2024-07-19T02:08:24Z Gedditoffme 2 /* Recommended choices */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[Annihlator Cadre]] [[Man-o-war]] [[Warcaster]]<BR> ''Tatiana Sikora is a veteran Man-O-War warcaster who rose quickly through the ranks at the end of the Llaelese War. A full kommander, she is one of the highest- ranking warcasters currently in service to the Motherland. She later served as a liaison between the Khadoran Mechaniks Assembly and the High Kommand detailed to the next generation Man-O-War project. Sikora was instrumental in integrating the new Man-O- War Suppressors into the Winter Korps and helped write the training manual for the new armored system. She was later tasked command of the new Annihilator Korps and personally handpicked its initial command staff. She would later oversee the expansion of the Korps into a full kompany and has led it in the field ever since.'' <BR> ''Sikora is a stern military commander with a reputation for being a workhorse. There is nothing she will ask of the soldiers who follow her into combat that she is unwilling to do herself. Her integral knowledge of all aspects of the Man-O-War armored systems has enabled her to get the most out of the forces she commands, pushing them continually beyond the limits of what even her senior mechaniks believe is possible.''</span><BR> [[File:Sikora.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sikora 1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 19 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities:=== * Unstoppable * '''Battle Plans''': This model can use one of the following plans at any time during its activation ** '''Desperate Pace [Man-O-War]''' RNG 5. Target Friendly Man-O-War trooper model. If the model is in range, models in its unit gain +2 SPD during their Normal Movement this turn. * '''Bulldoze''' * '''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly toward the attacking model. * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model ===Weapons=== {{Melee Weapon|Great Axe|7|2|14|* '''Magical''' * '''Critical Brutal Damage''': On a critical hit, gain an additional die on this weapon's damage rolls against the target directly hit.}} {{Melee Weapon|Frost Driver|7|1|12|* '''Magical''' * '''Critical Armor-Piercing''': On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit. * '''Freeze''' - A model hit by this weapon becomes stationary for one wound unless it has Resistance: Cold}} === Feat: Fortunes of War=== While in Sikora's control range, friendly Faction models gain Unyielding. Additionally, while in Sikora's control range, friendly Faction models can reroll missed attack rolls. Each attack roll can be rerolled only once as a result of Fortunes of War. Fortunes of War lasts for one round. (A model with Unyielding gains +2ARM against melee damage rolls.) === Spells === {{Avenging Force}} {{Positive Charge}} {{Tactical Supremacy}} Players may choose 2 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Making Man-o-War melee models more dangerous is the name of the game, and the usual upkeeps will probably be the answer. Iron Flesh, Puissance will be the main choices, Superiority to get your [[Dire Wolf]] (or [[Medveditsa]]) into position. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Sikora is about marching a big blob of Man-o-war up the board, feating and daring your opponent to fight them. Unyielding and Iron Flesh boosts their already high resilience to insane levels. The feat also helps you hit which Suppressors appreciate, but otherwise she is mainly about melee where Positive Charge wades in. She is a stat blob looking for a punch-up in the middle of the table without thinking deep strategy. * Positive Charge is cast on warjacks but helps all melee attacks within 3". She will take a true mixed arms army, with melee warriors interspersed with [[Dire Wolf]]. * Add Puissance and your [[Man-o-war Wrecking Crew]] are hitting at least 2 attacks each at POW18. * Your 'weakest' Man-o-War or [[Dire Wolf]] starts at Arm19, while Wrecking Crew under feat and Iron Flesh are at Arm 24, Feated Dire Wolf with shield at Arm 23. Your opponent will be looking for a weak link in your chain, and just seeing more strength. Add [[Krol]] for Tough and your opponent may do nothing for a turn. * Desperate pace hugely helps your models get into position == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * She doesn't have too many tricks in her toolbox, so can be predictable and out-manouvred on scenario. You need to get up the board quickly and camp close to objectives, because otherwise you might be blocked out. * She has some of the biggest stats in [[Winter Korps]], but unfortunately still might be the softest target in her army. Notably she lacks steady & sturdy that the rest of her army has. Combined with her low spd makes it difficult to get much use out of her big melee weapons. == Tricks: == <!-- dot point list of cool plays and combos--> * Tricks? We have stats! Don't worry about Tricks. * Hyper-aggressive is one of those rules you forget 90% of the time then it accidentally wins you a game. It can be used late in a turn, once you are confident of surviving what's left, to get her closer to her target (hopefully a warcaster), or contest a scenario piece. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> Start simple - just take max FA of all Man-o-War models! * [[Man-O-War Suppressors]] benefit from feat rerolls and unyielding. They are also a good target for Tactical Supremacy, let them space out or rush scenario. * [[Man-O-War Wrecking Crew]] are at home with Sikora. She improves everything they already do well - positive charge and unyielding. With all the buffs and rack, they hit arm24, or pow18 in melee. Desperate Pace is also a much needed boost to speed. * [[Dire Wolf]] take 3 or 4 cheap ones (9pts) with hammer and shield. They spread Positive Charge well, and are insanely difficult to remove for their price: at arm23 under feat. Shield Guard is also useful to take hits for less resilient models (or Sikora) * If you're out of Wrecking Crew and still need punch, [[Shock Trooper Pikemen]] are our next best melee options. Arm20 under feat is still killable, but positive charge and puissance are hitting even harder than Wrecking Crew, and a Crit Armour Pierce is just obscene. * [[Koldun Lord Damien Korovnik]] should be taken for a 'free' positive charge. Deploy him and a Dire Wolf away from Sikora, to spread to a different part of the board. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> :Kommander Tatiana Sikora ::SPELL - Iron Flesh ::SPELL - Puissance :9 Dire Wolf 1 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 2 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :9 Dire Wolf 3 ::1 HEAD - Shield Guard ::4 RIGHT ARM - Ice Hammer ::4 LEFT ARM - Plow-Shield :3 Koldun Lord Damien Korovnik :5 Krueger, Wrath of Blighterghast :5 Sergeant Sergei Krol :2 Winter Korps Officer 1 :2 Winter Korps Officer 2 :4 Arkanists :11 Man-O-War Suppressors 1 :11 Man-O-War Suppressors 2 :10 Man-O-War Wrecking Crew 1 :10 Man-O-War Wrecking Crew 2 :4 Winter Korps Snipers 1 ::1 Winter Korps Hunting Dog 1 :4 Winter Korps Snipers 2 ::1 Winter Korps Hunting Dog 2 PC COMMAND CARD ::Blessing of the Gods ::Careful Reconnaissance ::Old Faithful ::Power Swell ::Put the Fires Out Simple list - as many Dire Wolves and Man-o-war as you can, with a support of Krol and Winter Korps Officers. Snipers are important for keeping you in the game on scenario - contesting enemy objectives and holding your own. == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} e91ea89baca05023327718e63739cd3bab682483 Man-O-War Suppressors 0 155 857 736 2024-07-19T02:09:21Z Gedditoffme 2 wikitext text/x-wiki = Man-O-War Suppressors = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> <!-- Flavour text from official selling points --> ''The skilled engineers of the Khadoran Mechaniks Assembly have tirelessly sought for generations to continuously refine the Man-O-War armor that is undoubtedly one of their finest accomplishments. Over time, the great suits of steam-powered armor that grant a lone operator the strength and resilience of a dozen soldiers have become safer, simpler, and more efficient. The newest generation of this technology exemplifies the citizen-hero philosophy of the Winter Korps, providing a weapon platform simple enough for any soldier to operate and yet amongst the most powerful yet devised. The Man-O-War Suppressor armor features a pair of rapid fire Hailstorm Cannons capable of unleashing withering fire on any enemy while providing unrivaled protection to its operator.'' [[File:Suppressors.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Man-O-War Suppressors''' || <!--Spd--> 4 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 10 || <!--Arm--> 19 || <!--HP--> 10 |} ===Abilities:=== * '''Unstoppable''' * '''Blast Resistance''' * '''Dual Attack''' * '''Bulldoze''' * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model *'''Sturdy''' This model cannot be pushed *'''Steady''' This model cannot become knocked down ===Weapons=== {{Ranged Weapon|<!--Name-->Hailer Cannons |<!--RAT-->5|<!--Rng-->10|<!--ROF-->1D3+1|<!--AOE-->-|<!--POW-->12| *'''Pistol''' *'''Volume Fire: ''' Gain +1 to attack and damage rolls with this weapon against medium-based models and +2 to attack and damage rolls against larger-based models}} {{Melee Weapon|<!--Name-->Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Suppressors are a solid, high-rof elite gun platform that can match up reliably against most targets. <!-- How do they do it, what do they excel at?--> * Their preferred targets are low-arm heavies - at an arm18 large base, the guns are pow14. If you always roll average and keep hitting, you can do 27 damage with a 3 man unit - effectively killing the target. Any change to arm from there can have a huge impact, due to low damage per shot but such high rof. * They are also very good against cavalry - as long as they hit. The same math as heavies applies, but cav are typically lower arm and only 5-8hp, and usually higher value per box than a heavy. * against mass infantry, their higher rof can work, but they struggle to hit more. * bulldoze, steady and sturdy combined with high arm and boxes means they can bully objectives, nudge opponents away and dare them to kill the Suppressors. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * At Rat 5 for a premium ranged unit, they can struggle to hit targets. Volume fire helps, but against smaller based models or higher def you might need some help. * They can struggle against magical anti shooting effects. Distraction, powder keg or similar spells can deny them shooting at all. Range reductions, stealth and the like can also hurt, since they are only rng10 to start. * Slow models at spd 4 and rng10. Their threat range is still decent: about 18" including placing 2 models 2" forwards, but they can take a while to get to objectives. * Similar to their upsides: any arm buffs on the target cause a huge reduction in output. If arm 18 means you do 3 damage a hit and can basically kill a heavy, arm 20 drops it to 1 damage a hit. == Synergy == <!-- Which models work well with this? --> * [[Winter Korps Snipers]] Dog with Mark Target helps them hit a lot more reliably against infantry and high-def targets. * [[Savaryn]] does magical things: Kill Order disproportionately increases their damage: giving them plus 2 to every damage roll. His feat ignores most defensive effects: cover and any arm buffs are huge. * Other help hitting, including [[Baranova]]'s Invocations of Wrath, [[Sikora]]'s feat. [[Great Bear]]'s guns including Deep Freezer or Heavy Cannon can also apply knockdown or stationary to make suppressors hit nearly every time. * Against beasts or cavalry, [[Krueger3]] can spread -1 arm if he can get within 5" of the living target. * Can also increase their resilience, with Iron Flesh on the rack to make them arm21, [[Sikora]]'s feat giving unyielding, and [[Krol]] giving Tough. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Winter Korps Officer]] can give them Swift hunter, letting them move 2" after killing something. With a hit buff and target rich environment (against an infantry swarm), they can use these moves to surf up to 8". * With blessed (eg [[Savaryn]]'s feat) pretty effective at damaging [[Carver Ultimus]] War Boar: likely killing if they can get kill order too, or [[Krueger3]]. * Due to dual attack and pistol, if you're going all in on a heavy target, there's not much downside to charging to get an extra boosted pow10 melee attack (Bash). From there you can use your Hailer Cannons against that target with no downsides, although you can't shoot out of combat at other targets. {{Winter Korps Footer}} 6168f04e76fb3529655d6a48a4756bec8b88c02a 858 857 2024-07-19T02:09:50Z Gedditoffme 2 Gedditoffme moved page [[Man-o-War Suppressors]] to [[Man-O-War Suppressors]] wikitext text/x-wiki = Man-O-War Suppressors = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> <!-- Flavour text from official selling points --> ''The skilled engineers of the Khadoran Mechaniks Assembly have tirelessly sought for generations to continuously refine the Man-O-War armor that is undoubtedly one of their finest accomplishments. Over time, the great suits of steam-powered armor that grant a lone operator the strength and resilience of a dozen soldiers have become safer, simpler, and more efficient. The newest generation of this technology exemplifies the citizen-hero philosophy of the Winter Korps, providing a weapon platform simple enough for any soldier to operate and yet amongst the most powerful yet devised. The Man-O-War Suppressor armor features a pair of rapid fire Hailstorm Cannons capable of unleashing withering fire on any enemy while providing unrivaled protection to its operator.'' [[File:Suppressors.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Man-O-War Suppressors''' || <!--Spd--> 4 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 10 || <!--Arm--> 19 || <!--HP--> 10 |} ===Abilities:=== * '''Unstoppable''' * '''Blast Resistance''' * '''Dual Attack''' * '''Bulldoze''' * '''Repairable''' This model can be targeted with Repair special actions as if it were a construct model *'''Sturdy''' This model cannot be pushed *'''Steady''' This model cannot become knocked down ===Weapons=== {{Ranged Weapon|<!--Name-->Hailer Cannons |<!--RAT-->5|<!--Rng-->10|<!--ROF-->1D3+1|<!--AOE-->-|<!--POW-->12| *'''Pistol''' *'''Volume Fire: ''' Gain +1 to attack and damage rolls with this weapon against medium-based models and +2 to attack and damage rolls against larger-based models}} {{Melee Weapon|<!--Name-->Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Suppressors are a solid, high-rof elite gun platform that can match up reliably against most targets. <!-- How do they do it, what do they excel at?--> * Their preferred targets are low-arm heavies - at an arm18 large base, the guns are pow14. If you always roll average and keep hitting, you can do 27 damage with a 3 man unit - effectively killing the target. Any change to arm from there can have a huge impact, due to low damage per shot but such high rof. * They are also very good against cavalry - as long as they hit. The same math as heavies applies, but cav are typically lower arm and only 5-8hp, and usually higher value per box than a heavy. * against mass infantry, their higher rof can work, but they struggle to hit more. * bulldoze, steady and sturdy combined with high arm and boxes means they can bully objectives, nudge opponents away and dare them to kill the Suppressors. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * At Rat 5 for a premium ranged unit, they can struggle to hit targets. Volume fire helps, but against smaller based models or higher def you might need some help. * They can struggle against magical anti shooting effects. Distraction, powder keg or similar spells can deny them shooting at all. Range reductions, stealth and the like can also hurt, since they are only rng10 to start. * Slow models at spd 4 and rng10. Their threat range is still decent: about 18" including placing 2 models 2" forwards, but they can take a while to get to objectives. * Similar to their upsides: any arm buffs on the target cause a huge reduction in output. If arm 18 means you do 3 damage a hit and can basically kill a heavy, arm 20 drops it to 1 damage a hit. == Synergy == <!-- Which models work well with this? --> * [[Winter Korps Snipers]] Dog with Mark Target helps them hit a lot more reliably against infantry and high-def targets. * [[Savaryn]] does magical things: Kill Order disproportionately increases their damage: giving them plus 2 to every damage roll. His feat ignores most defensive effects: cover and any arm buffs are huge. * Other help hitting, including [[Baranova]]'s Invocations of Wrath, [[Sikora]]'s feat. [[Great Bear]]'s guns including Deep Freezer or Heavy Cannon can also apply knockdown or stationary to make suppressors hit nearly every time. * Against beasts or cavalry, [[Krueger3]] can spread -1 arm if he can get within 5" of the living target. * Can also increase their resilience, with Iron Flesh on the rack to make them arm21, [[Sikora]]'s feat giving unyielding, and [[Krol]] giving Tough. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Winter Korps Officer]] can give them Swift hunter, letting them move 2" after killing something. With a hit buff and target rich environment (against an infantry swarm), they can use these moves to surf up to 8". * With blessed (eg [[Savaryn]]'s feat) pretty effective at damaging [[Carver Ultimus]] War Boar: likely killing if they can get kill order too, or [[Krueger3]]. * Due to dual attack and pistol, if you're going all in on a heavy target, there's not much downside to charging to get an extra boosted pow10 melee attack (Bash). From there you can use your Hailer Cannons against that target with no downsides, although you can't shoot out of combat at other targets. {{Winter Korps Footer}} 6168f04e76fb3529655d6a48a4756bec8b88c02a Man-o-War Suppressors 0 272 859 2024-07-19T02:09:50Z Gedditoffme 2 Gedditoffme moved page [[Man-o-War Suppressors]] to [[Man-O-War Suppressors]] wikitext text/x-wiki #REDIRECT [[Man-O-War Suppressors]] 7c126afc3cc3ea4b5e5bb38bb5b512af4323cda8 Arkanists 0 188 860 787 2024-07-19T02:23:15Z 108.44.224.30 0 /* Synergy */ wikitext text/x-wiki = Winter Korps Infantry = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Arkanists.webp|thumb|right]] ''Following revelations shared by the Order of Illumination of widespread infernal corruption and treachery throughout the Greylords Covenant, the organization was summarily disbanded by imperial edict in 618 AR, and the majority of its membership was sentenced to prison or death. Those spared such punishment were tasked with rebuilding the arcane assets of the empire. With so many Khadoran citizens blessed with Gift of Magic now either confined or facing imminent execution, Khador’s surviving arcane practitioners sought to create new tools to allow even the uninitiated to work simple arcane formulae. Thus, the Arkanists of the Winter Korps were born. Equipped with experimental arcane apparatuses that enable the working of rote arcane effects but are unfortunately somewhat prone to catastrophic failure of the most volatile nature, the Arkanists were instituted as a measure of last resort.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Arkanists''' || 6 || 5 || - || - || 13 || 13 || 1 |} 3 grunts for 4pts ===Abilities:=== * '''Magic Ability''' **'''Arcane Reinforcement (*Action)''' Rng 5. Target friendly Faction warjack. If the target warjack is in range, its weapons gain Damage Type: Magical. Arcane Reinforcement lasts for one turn. **'''Empower (*Action)''' RNG 6. Target friendly Faction warjack. If the target warjack is in range, and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. **'''Razor Wind (*Attack)''' Razor Wind is a RNG SP10, POW12 arcane attack. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged. ===Weapons=== Unarmed == Role and strengths == Warjack focus batteries to minimise your warcaster needing to allocate: you will probably take 1 in every list to power your first warjack, and consider another when you get to 3 or more warjacks. * One unit plus power up can almost fully charge 2 warjacks. A warjack with a single shot gun (eg Heavy Cannon) only needs 2 focus most turns: one arkanist grunt plus power up. * Arcane Reinforcement is a good backup for dealing with incorporeal or other effects that demand magic such as Wind Weaver on [[Storm Vane]]s. * Razor Wind is one of the best offensive spells on a support unit. == Downsides == * Fragile * No weapons, only Razor wind to attack which is a good spell but AAT 5 is inaccurate. * Models only armed with offensive spells have no way to ignore 'in melee' accuracy penalty. * Getting more than 1 starts to feel like overpaying for support. You often don't need to go 'all in' with every warjack, so can skimp a little. == Synergy == * Warjacks everywhere love them for empower. * [[Baranova]]’s Invocations of Wrath can help fix their Razor Wind accuracy, and she also benefits from Long Shadows to gain focus if Arkanists kill anything. Can be an ok backup plan if overwhelmed by weak infantry. * [[Savaryn]]'s Kill Order makes their sprays very potent at effectively AAT 7 POW 14. * [[Ilari]] frees up focus for him to use on more shots for himself == Tricks == * AAT 5 is inaccurate, but that can be overcome by hitting multiple targets. Enemy infantry will typically clump up after the first engagement when they have attacked your frontline. An Arkanist that overlaps 1 target is likely to kill nothing, while an Arkanist spraying 3 models is extremely likely to make a kill. * Just because your odds are bad doesn't mean you should decline a spray when relevant. Take the shot - maybe it pays off. {{Winter Korps Footer}} bc5ecd3a55f56e33de0613d2db375109843f77a3 861 860 2024-07-19T02:25:29Z 108.44.224.30 0 /* Synergy */ wikitext text/x-wiki = Winter Korps Infantry = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Arkanists.webp|thumb|right]] ''Following revelations shared by the Order of Illumination of widespread infernal corruption and treachery throughout the Greylords Covenant, the organization was summarily disbanded by imperial edict in 618 AR, and the majority of its membership was sentenced to prison or death. Those spared such punishment were tasked with rebuilding the arcane assets of the empire. With so many Khadoran citizens blessed with Gift of Magic now either confined or facing imminent execution, Khador’s surviving arcane practitioners sought to create new tools to allow even the uninitiated to work simple arcane formulae. Thus, the Arkanists of the Winter Korps were born. Equipped with experimental arcane apparatuses that enable the working of rote arcane effects but are unfortunately somewhat prone to catastrophic failure of the most volatile nature, the Arkanists were instituted as a measure of last resort.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Arkanists''' || 6 || 5 || - || - || 13 || 13 || 1 |} 3 grunts for 4pts ===Abilities:=== * '''Magic Ability''' **'''Arcane Reinforcement (*Action)''' Rng 5. Target friendly Faction warjack. If the target warjack is in range, its weapons gain Damage Type: Magical. Arcane Reinforcement lasts for one turn. **'''Empower (*Action)''' RNG 6. Target friendly Faction warjack. If the target warjack is in range, and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. **'''Razor Wind (*Attack)''' Razor Wind is a RNG SP10, POW12 arcane attack. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged. ===Weapons=== Unarmed == Role and strengths == Warjack focus batteries to minimise your warcaster needing to allocate: you will probably take 1 in every list to power your first warjack, and consider another when you get to 3 or more warjacks. * One unit plus power up can almost fully charge 2 warjacks. A warjack with a single shot gun (eg Heavy Cannon) only needs 2 focus most turns: one arkanist grunt plus power up. * Arcane Reinforcement is a good backup for dealing with incorporeal or other effects that demand magic such as Wind Weaver on [[Storm Vane]]s. * Razor Wind is one of the best offensive spells on a support unit. == Downsides == * Fragile * No weapons, only Razor wind to attack which is a good spell but AAT 5 is inaccurate. * Models only armed with offensive spells have no way to ignore 'in melee' accuracy penalty. * Getting more than 1 starts to feel like overpaying for support. You often don't need to go 'all in' with every warjack, so can skimp a little. == Synergy == * Warjacks everywhere love them for empower. * [[Baranova]]’s Invocations of Wrath can help fix their Razor Wind accuracy, and she also benefits from Long Shadows to gain focus if Arkanists kill anything. Can be an ok backup plan if overwhelmed by weak infantry. * [[Savaryn]]'s Kill Order makes their sprays very potent at effectively AAT 7 POW 14. * [[Borisyuk]] frees up focus for him to use on more shots for himself == Tricks == * AAT 5 is inaccurate, but that can be overcome by hitting multiple targets. Enemy infantry will typically clump up after the first engagement when they have attacked your frontline. An Arkanist that overlaps 1 target is likely to kill nothing, while an Arkanist spraying 3 models is extremely likely to make a kill. * Just because your odds are bad doesn't mean you should decline a spray when relevant. Take the shot - maybe it pays off. {{Winter Korps Footer}} 1920ebd7520b6b61424f35edb2441a915b302309 File:Koldun Korovnik.jpg 6 273 862 2024-07-19T07:30:59Z Gedditoffme 2 wikitext text/x-wiki Damo f63744b75f0716364411705e8960ec73b13d6ee8 Koldun Lord Damien Korovnik 0 274 863 2024-07-19T07:52:16Z Gedditoffme 2 Created page with "= Koldun Lord Damien Korovnik = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Sea Raider]] [[Winter Korps]] [[Solo]]'''</span> ''​Having fled Korsk at the height of Ayn Vanar’s purge of the Greylords, Koldun Lord Damien Korovnik found himself captured by the Orgoth at the start of their invasion. Now forced into foul servitude by the invaders, Korovnik longs for his freedom and a return to his countrymen, even if it means his certain death. Though the former Gr..." wikitext text/x-wiki = Koldun Lord Damien Korovnik = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Sea Raider]] [[Winter Korps]] [[Solo]]'''</span> ''​Having fled Korsk at the height of Ayn Vanar’s purge of the Greylords, Koldun Lord Damien Korovnik found himself captured by the Orgoth at the start of their invasion. Now forced into foul servitude by the invaders, Korovnik longs for his freedom and a return to his countrymen, even if it means his certain death. Though the former Greylord fights alongside the Orgoth host, he awaits the day he can strike back against his new masters to redeem some small part of himself before meeting his final judgment.'' [[File:Koldun Korovnik.jpg|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Korovnik 1''' || 6 || 7 || 7 || - || 13 || 14 || 5 |} 3pts *Mercenary [Sea Raiders and Winter Korps] *'''Mercenary Attachment''' Before the start of the game, attach this model/unit to a friendly Leader for the rest of the game. Each Leader can have only one model/unit attached to it. The attached model/unit is part of its Leader's battlegroup. This model is considered to be the same faction as its Leader. ===Abilities:=== *'''Resistance: Cold''' *'''Battle Wizard''' Once per turn, when this model destroys or removes from play one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action *'''Magic Ability''' ** '''Blizzard ''' (*Action) Choose a friendly Faction model within 5" of this model. Center a cloud effect template on the chosen model. The template remains centered on the model for one round. If the chosen model is destroyed or removed from play, remove the template from play. **'''Razor Wind'''(*Attack) - Razor Wind is a Rng SP10, POW12 Arcane attack. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxed or circles on the last column or branch damaged. **'''Spell Slave''' (*Action or *Attack) - This model must be in its Leader's control range to make the Spell Slave special action. When it does, it casts one of the spells on its Leader's card with a COST of 3 or less. This model cannot cast upkeep spells with a RNG of SELF or CTRL. When casting an offensive spell, Spell Slave is an arcane attack. ===Weapons=== {{Melee Weapon|Blaze Axe|7|1|12| *'''Magical''' *'''Dispel''' When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire}} == Role and strengths == 90% of the reason to take him is Spell Slave, and you'll only take him when you have a great spell worth slaving. * Dispel gives you access to an ability to clear enemy upkeeps on their models. You need to get within axe swinging range though. Spell slave is worth deep diving into. There are very few spells you can cast, typically you are looking for non-upkeeps that target friendly models. Otherwise, you can use 'damaging' offensive spells, but usually only if they have really good side effects. Look in the Synergies section for which spells are worth considering. Note Korovnik counts as friendly faction, so can cast Faction spells. On the flipside, he is not a Faction mercenary due to the Mercenary Attachment rule, so cannot cast 'faction' spells on mercenaries. == Downsides == * Not worthwhile if you don't have a good spell to slave. == [[Winter Korps]] Synergy == Focusing on Spell slave users * On the rack, Return Fire is the only spell able to be cast by Korovnik (other than Razor Wind, which he already has). Alone, this is probably not going to be enough to take him * [[Sikora]] really likes him to cast Positive Charge * [[Baranova]] can take him for a Gallows - this is one of the rare offensive abilities worth it for a second cast. * [[Borisyuk]] can use him for Unnatural Darkness or Korovnik's own Blizzard - both of them can put a cloud on Ilari to enable his prowl. * [[Kovoskiy]] and [[Savaryn]] can take him for Icy Grip and Spirit Fang: direct nuke spells with secondary effects. However it probably isn't worth it most of the time. == [[Orgoth Sea Raiders]] Synergy == Focusing on Spell slave users - there's not too much that Orgoth can use Korovnik for. * From the rack he can case Unnatural Darkness, Hex Blast or Soulfire. None of them overly compelling to bring. * [[Kishtaar]] can use him for Blizzard - to enable prowl. * [[Oriax]] can let him cast Icy Grip, probably not a great use for him. * [[Sabbreth]] lets Korovnik cast Perdition, but as Korovnik has no battlegroup it cannot let anything move. So Perdition less useful than razor wind. == Tricks == * Although he can't cast Avenging Force from [[Winter Korps]] rack, since he is battlegroup he can be affected by it. This might take an opponent by surprise, enabling him to charge with his dispel attack. {{Winter Korps Footer}} {{Orgoth Sea Raiders Footer}} 4b81d46fd696fba894a7504d9697b485cad936bf 885 863 2024-07-26T23:11:22Z Gedditoffme 2 wikitext text/x-wiki = Koldun Lord Damien Korovnik = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Sea Raider]] [[Winter Korps]] [[Solo]]'''</span> ''​Having fled Korsk at the height of Ayn Vanar’s purge of the Greylords, Koldun Lord Damien Korovnik found himself captured by the Orgoth at the start of their invasion. Now forced into foul servitude by the invaders, Korovnik longs for his freedom and a return to his countrymen, even if it means his certain death. Though the former Greylord fights alongside the Orgoth host, he awaits the day he can strike back against his new masters to redeem some small part of himself before meeting his final judgment.'' [[File:Koldun Korovnik.jpg|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Korovnik 1''' || 6 || 7 || 7 || - || 13 || 14 || 5 |} 3pts *Mercenary [Sea Raiders and Winter Korps] *'''Mercenary Attachment''' Before the start of the game, attach this model/unit to a friendly Leader for the rest of the game. Each Leader can have only one model/unit attached to it. The attached model/unit is part of its Leader's battlegroup. This model is considered to be the same faction as its Leader. ===Abilities:=== *'''Resistance: Cold''' *'''Battle Wizard''' Once per turn, when this model destroys or removes from play one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action *'''Magic Ability''' ** '''Blizzard ''' (*Action) Choose a friendly Faction model within 5" of this model. Center a cloud effect template on the chosen model. The template remains centered on the model for one round. If the chosen model is destroyed or removed from play, remove the template from play. **'''Razor Wind'''(*Attack) - Razor Wind is a Rng SP10, POW12 Arcane attack. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxed or circles on the last column or branch damaged. **'''Spell Slave''' (*Action or *Attack) - This model must be in its Leader's control range to make the Spell Slave special action. When it does, it casts one of the spells on its Leader's card with a COST of 3 or less. This model cannot cast upkeep spells with a RNG of SELF or CTRL. When casting an offensive spell, Spell Slave is an arcane attack. ===Weapons=== {{Melee Weapon|Blaze Axe|7|1|12| *'''Magical''' *'''Dispel''' When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire}} == Role and strengths == 90% of the reason to take him is Spell Slave, and you'll only take him when you have a great spell worth slaving. * Dispel gives you access to an ability to clear enemy upkeeps on their models. You need to get within axe swinging range though. Spell slave is worth deep diving into. There are very few spells you can cast, typically you are looking for non-upkeeps that target friendly models. Otherwise, you can use 'damaging' offensive spells, but usually only if they have really good side effects. Look in the Synergies section for which spells are worth considering. Note Korovnik counts as friendly faction, so can cast Faction spells. On the flipside, he is not a Faction mercenary due to the Mercenary Attachment rule, so cannot cast 'faction' spells on mercenaries. == Downsides == * Not worthwhile if you don't have a good spell to slave. == [[Winter Korps]] Synergy == Focusing on Spell slave users * On the rack, Return Fire is the only spell able to be cast by Korovnik (other than Razor Wind, which he already has). Alone, this is probably not going to be enough to take him * [[Sikora]] really likes him to cast Positive Charge * [[Baranova]] can take him for a Gallows - this is one of the rare offensive abilities worth it for a second cast. * [[Borisyuk]] can use him for Unnatural Darkness or Korovnik's own Blizzard - both of them can put a cloud on Ilari to enable his prowl. * [[Kovoskiy]] and [[Savaryn]] can take him for Icy Grip and Spirit Fang: direct nuke spells with secondary effects. However it probably isn't worth it most of the time. == [[Orgoth Sea Raiders]] Synergy == * [[Butcher5]] has the most use from him: Both Hunters Mark and Eruption can be cast by spell slaved, and a free Hunters Mark is a great way to buff Butcher's charge. Focusing on other Spell slave users - there's not too much that Orgoth can use Korovnik for. * From the rack he can case Unnatural Darkness, Hex Blast or Soulfire. None of them overly compelling to bring. * [[Kishtaar]] can use him for Blizzard - to enable prowl. * [[Oriax]] can let him cast Icy Grip, probably not a great use for him. * [[Sabbreth]] lets Korovnik cast Perdition, but as Korovnik has no battlegroup it cannot let anything move. So Perdition less useful than razor wind. == Tricks == * Although he can't cast Avenging Force from [[Winter Korps]] rack, since he is battlegroup he can be affected by it. This might take an opponent by surprise, enabling him to charge with his dispel attack. {{Winter Korps Footer}} {{Orgoth Sea Raiders Footer}} dbae054291f34aaff4e8050484922c79173c86fb Kishtaar 0 275 864 2024-07-19T07:53:00Z Gedditoffme 2 Redirected page to [[Kishtaar, The Howling Silence]] wikitext text/x-wiki #REDIRECT [[ Kishtaar, The Howling Silence]] 6b6e5bc420061b1ed20ec436ebde64319d2b48bf Sea Raider 0 276 865 2024-07-19T07:54:26Z Gedditoffme 2 Redirected page to [[Orgoth Sea Raiders]] wikitext text/x-wiki #REDIRECT [[Orgoth Sea Raiders]] 63b9e56cb50763f68587a6abe2677f7fa41d3394 Rhok Harriers 0 65 866 757 2024-07-19T14:14:50Z 2405:6E00:4F4:98A8:E8C2:158D:FDC1:6D07 0 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however, you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually kills a Rhok. On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[Silence of Death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. *Crits, Re-rolls and Boosts. Due to being Cavalry, Rhok Harriers roll 3d6 to hit when they charge. This, combined with both Gang and Sitting Vulture means they're rarely needing more than 6 to hit an average caster, with at absolute worst an 11 to hit against a defence 20 caster with absolutely no outside buffs. Against a Def 15 caster, Rhoks have a 39% chance to critically hit, which increases to over 60% with just one re-roll. Over the course of 3 separate attempts to crit, with a re-roll per attack and one extra re-roll from a reaver commander, the chance to fail to critically hit a warcaster is a little less than 3%. If your opponent is not immune to knockdown and hast left themselves within 12" of a unit of rhok harriers, they are probably dead. == Tricks == <!-- dot point list of cool plays and combos--> *Try taking advantage of their repo to move them B2B with other enemy models to apply the -1 def debuff for the rest of your army. {{Orgoth Sea Raiders Footer}} 0d1fc9296d6ab62183b248f910b4bde2956525b9 867 866 2024-07-19T14:17:33Z 2405:6E00:4F4:98A8:E8C2:158D:FDC1:6D07 0 /* Tricks */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however, you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually kills a Rhok. On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[Silence of Death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. *Crits, Re-rolls and Boosts. Due to being Cavalry, Rhok Harriers roll 3d6 to hit when they charge. This, combined with both Gang and Sitting Vulture means they're rarely needing more than 6 to hit an average caster, with at absolute worst an 11 to hit against a defence 20 caster with absolutely no outside buffs. Against a Def 15 caster, Rhoks have a 39% chance to critically hit, which increases to over 60% with just one re-roll. Over the course of 3 separate attempts to crit, with a re-roll per attack and one extra re-roll from a reaver commander, the chance to fail to critically hit a warcaster is a little less than 3%. If your opponent is not immune to knockdown and hast left themselves within 12" of a unit of rhok harriers, they are probably dead. == Tricks == <!-- dot point list of cool plays and combos--> *Try taking advantage of their repo to move them B2B with other enemy models to apply the -1 def debuff for the rest of your army. * You have opportunities to re-roll their attacks. You should use every one to get the results you want. * Before beginning a game plan each turn, check to see if there's a viable assassination with these guys. IF your opponent has made any mistake and given you an angle on their caster, they are most likely dead to the charge. {{Orgoth Sea Raiders Footer}} 658bd9968c3ab7c78b9bfad730b0b602f5d4ac90 868 867 2024-07-19T14:18:41Z 2405:6E00:4F4:98A8:E8C2:158D:FDC1:6D07 0 /* Tricks */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Unleashed to hound those who would be prey for the Orgoth host, the rhoks are vicious scavengers that live high above the settled territories and along the jagged coasts of their storm-wracked home territories. The rhoks are captured, broken, and trained for war at great risk to the lives of those who train them. They soar through the air alongside the great black ships, nesting in their masts when tired. With a vast range of miles to fly, the rhoks are a constant, reliable indicator of nearby lands and prey at sea, signaling (or warning) the vessels they accompany. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Rhok Harriers''' || <!--Spd--> 8 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 5 |} ===Abilities:=== '''Cavalry''' <br> '''Flight''' <br> '''Stealth''' <br> '''Unstoppable''' <br> '''Gang''' : When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. <br> '''Reposition [3"]''': At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends. <br> '''Sitting Vulture''': While B2B with this model, enemy models suffer -1 DEF<br> ===Weapons=== {{Melee Weapon|<!--Name-->Maw|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Pitch'''}} *'''Critical Pitch ''': On a critical hit against a mdel with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The pow of collateral damage is equal to the POW of this attack {{Melee Weapon|<!--Name-->Claws|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *12" threat isn't that far for most cavalry units. And at def 13 arm 16 if your opponent has ways to ignore stealth or has access to boostable blast damage, the Rhoks are very susceptible to shooting on the way in. *Gang only boosts the damage on attack damage rolls, not collateral damage rolls. When crit pitching enemies into other enemies the collateral damage roll will always only be a pow 12. This also applies for [[Silence of Death]]. == Synergy == <!-- Which models work well with this? --> *Triangle of death! Normally trying to crit pitch enemies into your own rhoks would be terrible as you're giving your own rhoks a pow 12 and knockdown. With Horruskh feat however, you're now at arm 19 and steady where you're really only risking chip dmg and only double 6s actually kills a Rhok. On the charge and getting a crit this allows your Rhoks to deal pow 14s with 4 dice (+1 from charging and +1 for throwing them into an equal or larger base). Note that the gang bonus only applies to attack damage rolls and will not apply to collateral dmg rolls against your own Rhok. If you racked [[Silence of Death]] this also applies since it only buffs attack damage rolls, not collateral. This would bring you up to pow 16s with 4d6 damage on the crit. You could surround a heavy with your Rhoks and it's heavily in your favor to remove it by crit pitching it into your own rhoks. *Crits, Re-rolls and Boosts. Due to being Cavalry, Rhok Harriers roll 3d6 to hit when they charge. This, combined with both Gang and Sitting Vulture means they're rarely needing more than 6 to hit an average caster, with at absolute worst an 11 to hit against a defence 20 caster with absolutely no outside buffs. Against a Def 15 caster, Rhoks have a 39% chance to critically hit, which increases to over 60% with just one re-roll. Over the course of 3 separate attempts to crit, with a re-roll per attack and one extra re-roll from a reaver commander, the chance to fail to critically hit a warcaster is a little less than 3%. If your opponent is not immune to knockdown and hast left themselves within 12" of a unit of rhok harriers, they are probably dead. == Tricks == <!-- dot point list of cool plays and combos--> *Try taking advantage of their repo to move them B2B with other enemy models to apply the -1 def debuff for the rest of your army. * You have opportunities to re-roll their attacks. You should use every one to get the results you want. * Before beginning a game plan each turn, check to see if there's a viable assassination with these guys. IF your opponent has made any mistake and given you an angle on their caster, they are most likely dead to the charge. * Because you have flight and unstoppable, it is often possible to get rhoks into crazy positions nobody expected them to end up. Always look for ways to abuse unstoppable to disengage your rhoks and get easy kills. {{Orgoth Sea Raiders Footer}} 80536848c3e24a73c70fd387f99eaf56f848764f Krueger, Wrath of Blighterghast 0 277 869 2024-07-20T02:50:54Z Gedditoffme 2 Created page with "= Krueger, Wrath of Blighterghast = <span style="font-size: 1.2em;">'''[[Mercenary]] [[House Kallyss]] [[Storm Legion]] [[Winter Korps]] [[Solo]]'''</span> ''He is the Storm of Fire.<BR> Once, he was a complicated man who fought for what he believed in. Fallen in battle, his mortal remains were claimed by a cult of mad devotees to the sentinel dragon, He Who Watches the West. This former shell was hurled into the heart of a living volcano, into a cauldron of magma inte..." wikitext text/x-wiki = Krueger, Wrath of Blighterghast = <span style="font-size: 1.2em;">'''[[Mercenary]] [[House Kallyss]] [[Storm Legion]] [[Winter Korps]] [[Solo]]'''</span> ''He is the Storm of Fire.<BR> Once, he was a complicated man who fought for what he believed in. Fallen in battle, his mortal remains were claimed by a cult of mad devotees to the sentinel dragon, He Who Watches the West. This former shell was hurled into the heart of a living volcano, into a cauldron of magma intermingled with dragon blood.<BR> But a body, no matter how transfigured by fire and blight, must be guided by a spirit of equal potency. And the soul that once inhabited this shell agreed to pay a price to the great Seether, the Boiler of Seas. As the dragon’s cult carved his mark into the newborn monstrosity they pulled from the magma, its wandering soul was pulled back into the mortal world to reunite body and soul in a glorious and terrible harmony.<BR> He is the bearer of the volcanic plume. He erupts into battle from the veins of the world in a fiery emergence with a sound of thunder and the crackle of cooling lava. Forests burn at his approach. Armies beneath his blazing gaze are the torches that light his way to victory.<BR> He is Kreuger, the Wrath of Blighterghast.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Krueger 3''' || 6 || - || - || 7 || 15 || 15 || 8 |} 5pts *Mercenary [House Kallyss, Storm Legion, and Winter Korps] ===Abilities:=== *'''Resistance: Fire''' *'''Pathfinder''' *'''Gunfighter''' *'''Eyeless Sight''' *'''Advanced Deployment''' *'''Ashen Veil''' This model has concealment. Living enemy models without Resistance: Fire suffer -2 to attack rolls while within 2" of this model. *'''Burning Blight''' While within 5" of this model, other living models gain +1 to their melee attack rolls, but suffer -1ARM *'''Hyper-Regeneration''' - Remove d3 damage points from this model at the start of each of its activations *'''It Burns!''' - If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Fire continuous effect unless this model was destroyed or removed from play by the attack. *'''Mental Force''' - This model can use Mental Force at the beginning of each attack. If it does, all attack and damage rolls resulting from the attack are boosted. After the attack is resolved, this model suffers d3 damage points. *'''Path of Flames''' During its activation, this model can forfeit its normal movement to use Path of Flames. If it does, place this model anywhere completely within 8" of its current location. Other models within 2" of this model after it is place immediately suffer a POW13 fire damage roll. ===Weapons=== {{Ranged Weapon|Dragons Fury|7|10|2|-|12|*'''Magical''' *'''Pistol''' *'''Fire type''' *'''Continuous Effect: Fire''' *'''Attack type''' **'''Eruption of Ash''' - On a direct hit, when a model is boxed by an attack made with this weapon, center a 3" cloud template on the boxed model and remove that model from play. The template is a hazard that remains in play for one round. Enemy models entering or ending their activations in the template suffer a POW12 fire damage roll. **'''Howling Flames''' - This models base stats become RNG SP10 and POW12 for this attack. This attack causes fire damage and models hit suffer the Fire continuous effect. }} == Role and strengths == == Downsides == * == Synergy == == Tricks == {{Winter Korps Footer}} {{Dusk House Kallyss Footer}} {{Storm Legion Footer}} 10dcc50ef12d041121fb1b52431cfd7c47d5d110 872 869 2024-07-20T02:51:57Z Gedditoffme 2 wikitext text/x-wiki = Krueger, Wrath of Blighterghast = <span style="font-size: 1.2em;">'''[[Mercenary]] [[House Kallyss]] [[Storm Legion]] [[Winter Korps]] [[Solo]]'''</span> ''He is the Storm of Fire. Once, he was a complicated man who fought for what he believed in. Fallen in battle, his mortal remains were claimed by a cult of mad devotees to the sentinel dragon, He Who Watches the West. This former shell was hurled into the heart of a living volcano, into a cauldron of magma intermingled with dragon blood. But a body, no matter how transfigured by fire and blight, must be guided by a spirit of equal potency. And the soul that once inhabited this shell agreed to pay a price to the great Seether, the Boiler of Seas. As the dragon’s cult carved his mark into the newborn monstrosity they pulled from the magma, its wandering soul was pulled back into the mortal world to reunite body and soul in a glorious and terrible harmony. He is the bearer of the volcanic plume. He erupts into battle from the veins of the world in a fiery emergence with a sound of thunder and the crackle of cooling lava. Forests burn at his approach. Armies beneath his blazing gaze are the torches that light his way to victory. He is Kreuger, the Wrath of Blighterghast.'' [[File:Krueger.jpg|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Krueger 3''' || 6 || - || - || 7 || 15 || 15 || 8 |} 5pts *Mercenary [House Kallyss, Storm Legion, and Winter Korps] ===Abilities:=== *'''Resistance: Fire''' *'''Pathfinder''' *'''Gunfighter''' *'''Eyeless Sight''' *'''Advanced Deployment''' *'''Ashen Veil''' This model has concealment. Living enemy models without Resistance: Fire suffer -2 to attack rolls while within 2" of this model. *'''Burning Blight''' While within 5" of this model, other living models gain +1 to their melee attack rolls, but suffer -1ARM *'''Hyper-Regeneration''' - Remove d3 damage points from this model at the start of each of its activations *'''It Burns!''' - If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Fire continuous effect unless this model was destroyed or removed from play by the attack. *'''Mental Force''' - This model can use Mental Force at the beginning of each attack. If it does, all attack and damage rolls resulting from the attack are boosted. After the attack is resolved, this model suffers d3 damage points. *'''Path of Flames''' During its activation, this model can forfeit its normal movement to use Path of Flames. If it does, place this model anywhere completely within 8" of its current location. Other models within 2" of this model after it is place immediately suffer a POW13 fire damage roll. ===Weapons=== {{Ranged Weapon|Dragons Fury|7|10|2|-|12|*'''Magical''' *'''Pistol''' *'''Fire type''' *'''Continuous Effect: Fire''' *'''Attack type''' **'''Eruption of Ash''' - On a direct hit, when a model is boxed by an attack made with this weapon, center a 3" cloud template on the boxed model and remove that model from play. The template is a hazard that remains in play for one round. Enemy models entering or ending their activations in the template suffer a POW12 fire damage roll. **'''Howling Flames''' - This models base stats become RNG SP10 and POW12 for this attack. This attack causes fire damage and models hit suffer the Fire continuous effect. }} == Role and strengths == == Downsides == * == Synergy == == Tricks == {{Winter Korps Footer}} {{Dusk House Kallyss Footer}} {{Storm Legion Footer}} bad779c936f348589480a6ac12919ac3dd1e4679 873 872 2024-07-20T03:09:58Z Gedditoffme 2 wikitext text/x-wiki = Krueger, Wrath of Blighterghast = <span style="font-size: 1.2em;">'''[[Mercenary]] [[House Kallyss]] [[Storm Legion]] [[Winter Korps]] [[Solo]]'''</span> ''He is the Storm of Fire. ''Once, he was a complicated man who fought for what he believed in. Fallen in battle, his mortal remains were claimed by a cult of mad devotees to the sentinel dragon, He Who Watches the West. This former shell was hurled into the heart of a living volcano, into a cauldron of magma intermingled with dragon blood. ''But a body, no matter how transfigured by fire and blight, must be guided by a spirit of equal potency. And the soul that once inhabited this shell agreed to pay a price to the great Seether, the Boiler of Seas. As the dragon’s cult carved his mark into the newborn monstrosity they pulled from the magma, its wandering soul was pulled back into the mortal world to reunite body and soul in a glorious and terrible harmony. ''He is the bearer of the volcanic plume. He erupts into battle from the veins of the world in a fiery emergence with a sound of thunder and the crackle of cooling lava. Forests burn at his approach. Armies beneath his blazing gaze are the torches that light his way to victory. ''He is Kreuger, the Wrath of Blighterghast.'' [[File:Krueger.jpg|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Krueger 3''' || 6 || - || - || 7 || 15 || 15 || 8 |} 5pts *Mercenary [House Kallyss, Storm Legion, and Winter Korps] ===Abilities:=== *'''Resistance: Fire''' *'''Pathfinder''' *'''Gunfighter''' *'''Eyeless Sight''' *'''Advanced Deployment''' *'''Ashen Veil''' This model has concealment. Living enemy models without Resistance: Fire suffer -2 to attack rolls while within 2" of this model. *'''Burning Blight''' While within 5" of this model, other living models gain +1 to their melee attack rolls, but suffer -1ARM *'''Hyper-Regeneration''' - Remove d3 damage points from this model at the start of each of its activations *'''It Burns!''' - If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Fire continuous effect unless this model was destroyed or removed from play by the attack. *'''Mental Force''' - This model can use Mental Force at the beginning of each attack. If it does, all attack and damage rolls resulting from the attack are boosted. After the attack is resolved, this model suffers d3 damage points. *'''Path of Flames''' During its activation, this model can forfeit its normal movement to use Path of Flames. If it does, place this model anywhere completely within 8" of its current location. Other models within 2" of this model after it is place immediately suffer a POW13 fire damage roll. ===Weapons=== {{Ranged Weapon|Dragons Fury|7|10|2|-|12|*'''Magical''' *'''Pistol''' *'''Fire type''' *'''Continuous Effect: Fire''' *'''Attack type''' **'''Eruption of Ash''' - On a direct hit, when a model is boxed by an attack made with this weapon, center a 3" cloud template on the boxed model and remove that model from play. The template is a hazard that remains in play for one round. Enemy models entering or ending their activations in the template suffer a POW12 fire damage roll. **'''Howling Flames''' - This models base stats become RNG SP10 and POW12 for this attack. This attack causes fire damage and models hit suffer the Fire continuous effect. }} == Role and strengths == He's mainly there for 2 fully boosted spray attacks shot 18" away from his starting point - a potent missile that can damage cohorts or kill even elite units. He also reduces armour and improves MAT of living models nearby, supporting the rest of your army (and your enemy). * Def 17 effective against ranged attacks (that don't have eyeless sight or ignore concealment) and living melee (that isn't more than 2" away and doesn't have resistance: Fire). There's a lot of gaps, but it is a pretty high number regardless. * Fire and forget - if he gets a good target, just rush forward and shoot. You probably won't get more than 1 activation of attacks from him anyway. == Downsides == * His Burning Blight and Path of Flames affects you as well as your enemy, which can make him a liability as you approach. * Despite DEF15-17, he is vulnerable to boosted hit rolls, and is an expensive target to lose without attacking. * He hurts himself as he goes, and can kill himself. If Mental Force kills him, he does at least get to resolve the attack first (as Mental Force rolls damage after the attack is resolved) == Synergy == * Supports anything if he can get within 5" of enemy living warriors or beasts: spreading -1 ARM. * Really good with [[Man-O-War Suppressors]], for who the extra -1ARM can result in huge amounts of extra damage due to attack volume. == Tricks == * Eyeless sight, resistance fire, boostable attacks: ironically he is a pretty good counter to enemy Kruegers. [[Carver Ultimus]] MMD47 Pig's guns are pretty good for the same reasons. * Giving him [[Hit & Run]] (repo 3) can spread the -1ARM bubble where you need it after making attacks. This can add a bit more precision to benefitting you while not hitting your own models. * Turn 1, it's better to run rather than Path of Flames: he goes further, gets pathfinder and doesn't set allies on fire. {{Winter Korps Footer}} {{Dusk House Kallyss Footer}} {{Storm Legion Footer}} 680e6cdc02a3b8a81a0e463ca19182c72cc52650 Cryx Necrofactorium 0 38 870 456 2024-07-20T02:51:13Z 203.7.123.216 0 /* Master Necrosurgeon Sepsira */ wikitext text/x-wiki == Why Play Cryx Necrofactorium == The unquiet dead rise from beneath. Their only goal: To consume all life in Iron Kingdoms on behalf of Toruk the Dragonfather. After a decade of dormancy following the Infernal incursion, Cryx returns to war with its hordes of shambling thralls, elusive wraiths, and all-new Bonejacks and Helljacks to sow the seeds of Toruk's conquest on the mainland. Where Cryx is involved, death is contagious. The Necrofactorium is a melee focused army based heavily in swarms of light troops, fast warjacks and wraiths, and dark magic. Hordes of thralls are the backbone of the force, advancing tirelessly and returning almost as quickly as they're dispatched. The Wraith models compliment the slower thralls as specialty roles and the Raptor and Malefactor warjacks can serve a number of battlefield roles. This is all supported by their powerful and flexible warcasters, any one of them is capable of assassinating an opponent's caster without warning. Play Necrofactorium if: -You want a melee based troop swarm army. -You like to play for the assassination. -You enjoy seeing buff or debuff numbers swing. == Which Caster is for me? == === [[Discerptor Eviscerus]] === Eviscerus is the Necrofactorium's warjack caster, able to augment the speed and power of his warjacks considerably while also giving them several defensive advantages. His arcane stats are also fairly high, making him a solid spellcaster. His defensive stats and personal combat contribution are both low, however, making him more suitable for directing his battlegroup from a distance. Play Eviscerus if you want to use a lot of warjacks and like high speed and power stats. '''Stats and Abilities:''' Eviscerus has a fairly weak base defensive statline of 14/16. He is also on a medium base, which makes him more vulnerable to Volume Fire attacks and drawing line of sight to him through mechanithralls compared to Nekane or Sepsira. It's best to keep him in a safe place. His MAT 6 POW 12 attacks also aren't anything to write home about. Erosion can sometimes strike hard against enemy warjacks, but something is probably wrong if he is committing to personal combat. Eviscerus' signature abilities are Chop Shop and Field Marshal: Retaliatory Strike. Chop Shop allows his battlegroup to heal themselves at the expense of enemy constructs. Often, this will be warjacks, but keep an eye out for construct troops like Immortals or Convergence units that can provide a healing buffet. Retaliatory Strike allows each of your warjacks to strike back once per turn when hit by an enemy attacker. This still take melee range into account, so this rule is most effective using warjacks with longer reach weapons like the Fell Axe and the Helldriver. Retaliatory Strike should be used early, as taking too much damage before using it risks losing a critical weapon system for use in attacking. Both of these abilities benefit from more resilient warjacks, so the Spiked Shield or Hades are often useful choices for getting the most out of them. '''Spells:''' Eviscerus has a spell rack of 2 and his signature spells of Deceleration, Redline and Carrion Feast. Deceleration helps his whole army, but is most impactful on his warjacks that already have relatively high ARM. Redline gives his warjacks +2 SPD and melee damage, which is a significant boost. The free charges will mostly be redundant given the Aggressive rule on the heavy warjacks, but it's still a strong buff and the self-damage component is often negligible or can be healed via Chop Shop. Carrion Feast is a low POW ARM debuff with a small AOE (as it creates the cloud) and is better for augmenting melee attacks than ranged attacks as concealment will still apply for shooting a target. Eviscerus is most likely considering Calamity, Death Ward, Scything Touch and Ghost Walk as rack options. Ghost Walk in particular can be useful as his Malefactors do not normally ignore terrain. Death Ward and Scything Touch are both inexpensive upkeep buffs that minimally impact his focus pool. Calamity should be considered if you're considering more of a shooting build. It's worth noting that the combination of Carrion Feast, Calamity, Dark Shroud and Redline can amount to an 8 point damage swing on a single target. '''Feat:''' Boneyard allows Eviscerus' battlegroup to Dig In, gain an extra focus when they start dug in from Boneyard, and gain +2 SPD if they advance. Bear in mind this feat does not have a duration beyond when Dig In is lost, so a model affected by it could theoretically benefit from the +1 Focus and Cover for the rest of the game if they don't move or get engaged. This is a highly flexible feat, but takes practice to determine when the best times to use it are. Bear in mind that Dig In goes away once a model is engaged, so allowing an enemy model to run into you could obliterate many benefits of the feat. There are some games where the feat will functionally be a +2 SPD feat for your battlegroup, but other games could result in the Dig In being helpful for safely advancing up the board while threatening a long countercharge. Eviscerus gets use out of this as well, so his positioning is important in order to realize the benefits of multiple extra focus over the course of the game as well as a safe Dig In position augmenting his poor base defensive stats. === [[Master Necrosurgeon Sepsira]] === Sepsira is a powerful infantry caster that makes use of debuffs and battle plans to bolster the otherwise mediocre stats of the Mechanithralls. In addition, Gang Fighter passively provides buffs to her Jack's. While she boasts a relatively high arcane of 7, her AAT of 6 means you'll be boosting many spells she casts. She's not the easiest to kill, but will definitely die if left out to dry. Because of this and the powerful debuff spells available both in her spell list and on the rack she loves an arc node. Play Sepsira if you enjoy overwhelming your opponent with hordes of models and making your models punch above their weight class. '''Stats and Abilities:''' While harder to kill than Eviscerus, Sepsira only boasts a 15/17 statline, making her pretty easy to kill. However, being on a small base, it is fairly easy to block line of sight to her. Her melee attacks are mediocre at best, while death toll can be cute, POW 11 is nothing to write home about and if she is directly in melee with something, mistakes have been made. Sepsira's kit really begins to shine when you look at her signature abilities. Her Battle Plans are all useful, making it a tough choice which to use each turn. Precision strike allows your models to advance and draw LOS through each other, giving you significant flexibility with model placement. This is especially useful for intermingling units of Mechanithralls, allowing you to use Shield Guard to trigger Vengeance on multiple units. Precision Strike also makes Sepsira able to run extra large based models such as MMD and Invictus with much more flexibility than many other casters. Her second battle plan, Special Orders, Grants a model or unit Reposition [3"]. This Battle Plan is useful for enabling models to back out of threat ranges after charging or shooting, or can even be used in the earlier turns to spread your mechanithralls out and make them more resilient to AOE's and Sprays. The third Battle Plan, Tenacity, is probably the weakest of the 3, granting Feign Death to a model or unit, ensuring they cannot be shot after being knocked down via tough or other means. Her second ability, Field Marshall[Gang Fighter], boosts the hitting power of the Jack's she brings, granting them +2 to attack and damage rolls when making melee attacks against a model engaged by your infantry models. '''Spells:''' Sepsira gets 3 rack slots, as well as her signature spells Breath Stealer and Onslaught. Breath stealer is an offensive debuff spell that reduces the defense and speed of a model. It can be useful for hitfixing against high defense models, as well as lowering the threat ranges of particularly dangerous models. Notably, Breath stealer is not an upkeep, meaning it can stack with Calamity from the rack for a potential -4 Defense swing. Her other spell, Onslaught, grants models in her control range Relentless Charge. This enables both your Thralls and your Jacks to charge with pathfinder, which considering the thrall's already small threat range comes in to play quite frequently. Sepsira is likely taking Calamity and Scything Touch every game, and Deaths Dominion a good 75% of the time. A lot of her kit invalidates many of the other spells present (Ghost Walk and Carnage), but there are certainly games where Occultation or Hellfire could be good in that third slot. Scything touch on a mechanithrall can lead to a useful bubble of darkshroud on the table, and can be spell-cycled for double the impact, even if the thralls themselves are not taking advantage of it, and sticking even one debuff on a high priority target will make it pretty trivial for mechanithralls to chew through. Deaths dominion makes your army very difficult to kill with blasts, and when your thralls do go down, stops them from having to forfeit parts of their activations to stand up. However, deaths dominion can be lackluster against armies with low shooting, making that third slot a little more matchup dependant. '''Feat:''' Graveyard Shift allows Sepsira to summon a unit of mechanithralls into play. Similar to Goreshade1's feat, the thralls do not have to forfeit anything the turn they come into play, giving sepsira a powerful assassination threat or even a tool to scalpel out a high value piece. While the thralls by themselves can struggle to threaten a difficult to kill model, the combination of Breath Stealer, Calamity, Scything Touch and the damage buff from The Furies can enable the unit to swing at an insane MAT 11 and POW 18 with 10 attacks. Sepsira can threaten this feat turn assassination from 19" away, forcing your opponent to constantly play around this threat. This feat is a powerful tool that demands constant respect from your opponent. === [[Wraithbinder Nekane]] === Wraithbinder Nekane is the Necrofactorium's fast assassin caster, blending an eclectic mix of mobility and threat range based ability, defensive abilities, and personal power. Her play pattern involves dipping in and out of combat to snipe enemies or disrupt the positioning of larger targets while applying debuffs or securely buffing her army. She also has a very powerful all-in assassination threat that can restrict many opponent plays or eliminate careless ones. Play Nekane if you're interested in mobility, high-risk high-reward casters, or want a live assassination threat. '''Stats and Abilities:''' Nekane has fairly middling stats at 16/15 defenses, fairly low power attacks, and magic stats of 6, though she does have Dodge to improve her odds of survival. Her standout stats are SPD 7 and RAT 7. She also has 16 life, which is relevant for several of her abilities. As the only living model in the Necrofactorium, Necrosurgeons cannot heal her, so her life is a resource that needs to be managed effectively. Her melee weapon, though fairly weak, does turn her Incorporeal if it kills something which can be important for her defenses. Her Rune Thrower shoots 2-4 Blessed POW 10 shots each turn. It can be nice for killing light troops or wounding medium troops, but the real use for it is Banish, which can move the target 1" for every hit. Whether pulling your target into melee threat ranges or pushing them out of enemy control areas, there are a lot of applications for this. Just remember that Banish does not work on enemy casters. Her remaining abilities are Grappling Hook, Vital Magic and Wraithbinder. Grappling Hook allows her to teleport 5" at the end of her turn at the cost of 1 focus, enabling her to play hit and run games with her Rune Thrower while staying safe. Vital Magic prevents her upkeep spells from being removed at the cost of d3 life to prevent the effect, which can be key with her signature or several of her rack spells. Finally, Wraithbinder provides a passive +3 ARM to all Incorporeal models near her. This includes herself if she triggers Blood Shadow. Just recall that models that make melee and ranged attacks lose Incorporeal for a round and thus lose that bonus, but it's very helpful to help protect your ghosts as they advance up the field. '''Spells:''' Nekane's signature spells are Banishing Ward and Mirage along with 3 spell rack slots. Banishing Ward is a situationally useful anti-spell upkeep that works particularly well on Incorporeal models. Mirage is a flexible threat extension upkeep, though it will not stack with Apparition on the Machine Wraith Dominators. Both are spells that have consequences if dispelled prematurely, so Vital Magic is important for securing them and making sure they are fully effective. Nekane has many options for her viable rack spells and which you choose depends on how you want to play her. Taking a number of upkeep spells can be effective as she can prevent them from being dispelled. Choosing Calamity and Hellfire (as well as potentially Blood Rain) gives her an extremely powerful assassination option. '''Feat:''' Wrath of Lyliss allows Nekane to spend her life to cast a spell for free (once per spell) or boost any of her attack and damage rolls. Theoretically, spending 15 life to cast 5 spells (her 2 signatures and 3 3-cost rack spells) and perform a total of 10 boosts allows you to get the equivalent of 23 extra focus points of benefit from full life. Taking Calamity and Hellfire allows you the option to go for a boosted Calamity and 3 fully boosted Hellfires (1 cast with feat, 2 with her focus) before she begins making gunshots that would also be fully boosted. This is obviously a powerful assassination threat that will keep opponents wary while it is in reserve, but can also be used for end-game scenario clearing or surgical strikes on key models, or simply to refresh her spells and operate more efficiently on a given turn. It's also important that she be in a safe place if she doesn't end the game with her feat, as she will be very vulnerable afterwards. Also keep in mind that Vital Magic and enemy damage or effects like Backlash will reduce the total potential of her feat, so watch out for those effects and use Vital Magic wisely. {{Cryx Necrofactorium Footer}} 260fead6efe75c62cb0891a096a56e4c73e1241a File:Krueger.jpg 6 278 871 2024-07-20T02:51:48Z Gedditoffme 2 wikitext text/x-wiki Krueger3 81e5113baaeea1fd8ead178d0f98452b9afed0bc Storm Legion 0 279 874 2024-07-20T23:36:09Z Gedditoffme 2 Redirected page to [[Cygnar Storm Legion]] wikitext text/x-wiki #REDIRECT [[Cygnar Storm Legion]] 98271590c3d07d00f76e8d6ca8aab979ce578fbc Editor talkpage 0 250 875 818 2024-07-23T15:26:32Z Jlav 18 /* General */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) c888610df65a4f26406fc2efd490e90610d75795 Template:Orgoth Sea Raiders Footer 10 49 876 109 2024-07-26T22:25:58Z Gedditoffme 2 wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Orgoth Sea Raiders]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Horruskh, The Thousand Wraths]] - [[Kishtaar, The Howling Silence]] - [[Oriax, the Soul Slaver]] - [[Orsus the Betrayed]] -[[Sabbreth, The Eternal Annihlation]] |- | '''Warjacks''' || [[Jackal]] - [[Molok]] - [[Tyrant]] |- | '''Monstrosities''' || [[Gharlghast]] - [[Ravener]] |- | '''Solos''' || [[Grhotten Champion]] - [[Grhotten Keeper]] - [[Halexus the Warlord]] - [[Reaver Commander]] - [[Siege Tarask]] - [[Therion Vhanek]] - [[Vulcar Forge Master]] |- | '''Units''' || [[Assault Reavers]] - [[Gnashers]] - [[Reaver Skirmishers]] - [[Rhok Harriers]] - [[Strike Reavers]] - [[Ulkor Axers]] - [[Ulkor Barragers]] - [[Warwitch Coven]] - [[Reaver Standard]] |- | '''Mercenaries''' || [[Carver Ultimus]] - [[Eilish Garrity, the Dark Traitor]] - [[Koldun Lord Damien Korovnik]] - [[Magnus the Unstoppable]] - [[Maulgreth, The Charnel Plague]] - [[Sky Bomber]] - [[Sky Raider]] |- | '''Other''' || [[Orgoth Sea Raiders Rack]] |} 90c72b5c7aaad3a4b52c6a3d196b4b680f850865 Orgoth Sea Raiders 0 40 877 297 2024-07-26T22:31:14Z Gedditoffme 2 wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. A lot of your models have spell ward and windstorm is a ubiquitous spell for the faction, providing it with a lot of great tools to keep it safe from harm on the approach and allow more of the army to get into melee. Ultimately, the faction's main identifying feature is that it is a defensive faction, and as such it's usually left to have a few pieces hit very hard at the start of your activation. If you're ok with sustaining losses, but getting the job done with whatever you have left anyway, this may be the faction for you. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is one of the few casters in the game possessed of multiple feats. His first feat is that he gives his entire army +3 arm and makes their toughs work on 4+. His second feat is that he lets you re-roll a bunch of sub-par rolls into better ones, effectively mitigating your baseline. His final feat is that he hits at PS17 8 times, meaning he often gets to screw up a heavy or two on his way in. If you like a slower playstyle with a highly dynamic caster who's as at peace on the frontline as he is in your backline, this is the caster for you. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. She lives life on the edge, with fire group and open fire often meaning she has very little focus to use for herself. IF you want to run a gunline that's effectively +5 range on enemy gunlines before their modifiers, this is the caster for you. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Orsus the Betrayed]] === A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a modern take on the classic question "what if my threat range was the board". She's essentially a less horrific version of Mk III Arkadius, with a 17" threat in her back pocket at all times. Her army hits like a truck and she can often do way more damage than she has any right to on her turn, but she also has a side gig in dying because she's constantly running low on focus. She can do a couple really cool things per turn, but it's up to you to decide which of those cool things she will do. If you like going fast and hitting hard, she's your girl. {{Orgoth Sea Raiders Footer}} fd30e6f9cabe532c14898a97462f6ae7e0611ee2 892 877 2024-07-27T02:58:15Z Rasalhague 30 /* Horruskh, The Thousand Wraths made the intro feel a little more descriptive of the game plan ~~~~Rasalhague*/ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. A lot of your models have spell ward and windstorm is a ubiquitous spell for the faction, providing it with a lot of great tools to keep it safe from harm on the approach and allow more of the army to get into melee. Ultimately, the faction's main identifying feature is that it is a defensive faction, and as such it's usually left to have a few pieces hit very hard at the start of your activation. If you're ok with sustaining losses, but getting the job done with whatever you have left anyway, this may be the faction for you. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. She lives life on the edge, with fire group and open fire often meaning she has very little focus to use for herself. IF you want to run a gunline that's effectively +5 range on enemy gunlines before their modifiers, this is the caster for you. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Orsus the Betrayed]] === A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a modern take on the classic question "what if my threat range was the board". She's essentially a less horrific version of Mk III Arkadius, with a 17" threat in her back pocket at all times. Her army hits like a truck and she can often do way more damage than she has any right to on her turn, but she also has a side gig in dying because she's constantly running low on focus. She can do a couple really cool things per turn, but it's up to you to decide which of those cool things she will do. If you like going fast and hitting hard, she's your girl. {{Orgoth Sea Raiders Footer}} e21c7f95d10490bf44131b249bdef008588fea07 893 892 2024-07-27T03:37:38Z Rasalhague 30 /* Why Play Orgoth Sea Raiders, updated more of the selling points */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. More than a few models have the ability to drag your opponent across the table into your lines, poor positioning on your opponents side can very rapidly be exploited for what feels like free points, punishing your opponent for not getting up the board to mix it up with you in the middle of the board. Our casters are generally active, and usually want to be sitting just behind the front lines to maximize the effect they have on the board. In essence, Orgoth must rely on its ability to apply layers to a situation in order to achieve victory, whether it be offensive or defensive, a crafty Orgoth player needs to know what numbers to change in order to achieve victory and send their opponent screaming to the halls of the Fellgoeth. Some of Orgoth's Main features include: * '''Powerful Jack choices''' - The Jackal and Tyrant each have amazing weapons and profiles. Where jackals are cheap, light, and often annoying melee presences or mobile arc nodes, Tyrants are absolute monsters capable of easily trading out with other heavies and sticking around afterward, or taking some ranged options and chewing through enemies from afar. * '''Outstanding problem solving choices''' - Orgoth have a lot of great tools for getting around some of the more prevalent defensive tech in the game. Innate high armor swings with damage upkeeps, the ability to ignore tough with Entropic Force effects from Butcher or Maulgreth, or racking Silence of Death. Blessed weapons are relatively prevalent to deal with armor spells on your opponents side. * '''Threat Saturation''' - Many things in Orgoth are dangerous for your opponent have around on the board for an extended period of time. From berserker solos and units that can wipe out entire units even after taking some hits to Tyrants and Ghrotten that can take way more effort than your opponent is willing to dedicate to take out. Many of our threats have ways of moving closer and shortening the distance once damaged, making sure to get a counter hit in next turn should they survive. With the right offensive application, almost anything is a threat to your opponents key pieces. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. She lives life on the edge, with fire group and open fire often meaning she has very little focus to use for herself. IF you want to run a gunline that's effectively +5 range on enemy gunlines before their modifiers, this is the caster for you. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Orsus the Betrayed]] === A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a modern take on the classic question "what if my threat range was the board". She's essentially a less horrific version of Mk III Arkadius, with a 17" threat in her back pocket at all times. Her army hits like a truck and she can often do way more damage than she has any right to on her turn, but she also has a side gig in dying because she's constantly running low on focus. She can do a couple really cool things per turn, but it's up to you to decide which of those cool things she will do. If you like going fast and hitting hard, she's your girl. {{Orgoth Sea Raiders Footer}} 77c8db04cd2e12efda640f406aace6eb83f37290 894 893 2024-07-27T03:42:15Z Rasalhague 30 /* Why Play Orgoth Sea Raiders Eliminated some typos. ~~~~Rasalhague */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. More than a few models have the ability to drag your opponent across the table into your lines, poor positioning on your opponents side can very rapidly be exploited for what feels like free points, punishing your opponent for not getting up the board to mix it up in melee with you. Our casters are generally active, and usually want to be sitting just behind the front lines to maximize the effect they have on the board. In essence, Orgoth must rely on its ability to apply layers of buffs to a situation in order to achieve victory, whether it be offensive or defensive, a crafty Orgoth player needs to know what numbers to change in order to achieve victory and send their opponent screaming to the halls of the Felgoeth. Some of Orgoth's Main features include: * '''Powerful Jack choices''' - The Jackal and Tyrant each have amazing weapons and profiles. Where jackals are cheap, light, and often annoying melee presences or mobile arc nodes, Tyrants are absolute monsters capable of easily trading out with other heavies and sticking around afterward, or taking some ranged options and chewing through enemies from afar. * '''Outstanding problem solving choices''' - Orgoth have a lot of great tools for getting around some of the more prevalent defensive tech in the game. Innate high armor swings with damage upkeeps, the ability to ignore tough with Entropic Force effects from Butcher or Maulgreth, or racking Silence of Death. Blessed weapons are relatively prevalent to deal with armor spells on your opponents side. * '''Threat Saturation''' - Many things in Orgoth are dangerous for your opponent have around on the board for an extended period of time. From berserker solos and units that can wipe out entire units even after taking some hits to Tyrants and Ghrotten that can take way more effort than your opponent is willing to dedicate to take out. Many of our threats have ways of moving closer and shortening the distance once damaged, making sure to get a counter hit in next turn should they survive. With the right offensive application, almost anything is a threat to your opponents key pieces. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. She lives life on the edge, with fire group and open fire often meaning she has very little focus to use for herself. IF you want to run a gunline that's effectively +5 range on enemy gunlines before their modifiers, this is the caster for you. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Orsus the Betrayed]] === A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a modern take on the classic question "what if my threat range was the board". She's essentially a less horrific version of Mk III Arkadius, with a 17" threat in her back pocket at all times. Her army hits like a truck and she can often do way more damage than she has any right to on her turn, but she also has a side gig in dying because she's constantly running low on focus. She can do a couple really cool things per turn, but it's up to you to decide which of those cool things she will do. If you like going fast and hitting hard, she's your girl. {{Orgoth Sea Raiders Footer}} 033a15f0eaac912b9f37d54dbfcde0f69a5d732e 895 894 2024-07-27T03:53:09Z Rasalhague 30 /* Sabbreth, The Eternal Annihlation, updated blurb ~~~~Rasalhague */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. More than a few models have the ability to drag your opponent across the table into your lines, poor positioning on your opponents side can very rapidly be exploited for what feels like free points, punishing your opponent for not getting up the board to mix it up in melee with you. Our casters are generally active, and usually want to be sitting just behind the front lines to maximize the effect they have on the board. In essence, Orgoth must rely on its ability to apply layers of buffs to a situation in order to achieve victory, whether it be offensive or defensive, a crafty Orgoth player needs to know what numbers to change in order to achieve victory and send their opponent screaming to the halls of the Felgoeth. Some of Orgoth's Main features include: * '''Powerful Jack choices''' - The Jackal and Tyrant each have amazing weapons and profiles. Where jackals are cheap, light, and often annoying melee presences or mobile arc nodes, Tyrants are absolute monsters capable of easily trading out with other heavies and sticking around afterward, or taking some ranged options and chewing through enemies from afar. * '''Outstanding problem solving choices''' - Orgoth have a lot of great tools for getting around some of the more prevalent defensive tech in the game. Innate high armor swings with damage upkeeps, the ability to ignore tough with Entropic Force effects from Butcher or Maulgreth, or racking Silence of Death. Blessed weapons are relatively prevalent to deal with armor spells on your opponents side. * '''Threat Saturation''' - Many things in Orgoth are dangerous for your opponent have around on the board for an extended period of time. From berserker solos and units that can wipe out entire units even after taking some hits to Tyrants and Ghrotten that can take way more effort than your opponent is willing to dedicate to take out. Many of our threats have ways of moving closer and shortening the distance once damaged, making sure to get a counter hit in next turn should they survive. With the right offensive application, almost anything is a threat to your opponents key pieces. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. She lives life on the edge, with fire group and open fire often meaning she has very little focus to use for herself. IF you want to run a gunline that's effectively +5 range on enemy gunlines before their modifiers, this is the caster for you. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Orsus the Betrayed]] === A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a young Orgoth warlord with a lot to prove, and sometimes needs to take big risks in order to achieve her gameplan. Her signature spell Perdition accelerates her battlegroup to obscene ranges, which will make your opponent think twice about putting their prized warjack or warbeast forward. Being one of the two casters with an intrinsic damage buff in Crippling Grasp, she has a lot of extra damage to throw around in any given turn. Both Perdition and Crippling Grasp are offensive spells, so she'll need an arc node if she wants to be safe after spending the focus she'll need to cast them and make sure they go off. Berserk Jackals turn into infantry mulchers with her Field Marshall overtake giving movement every time they kill a model. Her Feat lets her cast every single spell on her card once for free, letting you cycle all your buffs and produce major value for your turn if you plan it all correctly. She is one of our casters with a higher skill floor, as she can only do so much on any turn besides her feat, and needs to have a backup should Perdition fail. {{Orgoth Sea Raiders Footer}} 340b7ec387a7a73dcc4476c85dd636a7cea1a189 896 895 2024-07-27T03:54:54Z Rasalhague 30 /* Horruskh, The Thousand Wraths Added starting point advice ~~~~Rasalhague*/ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. More than a few models have the ability to drag your opponent across the table into your lines, poor positioning on your opponents side can very rapidly be exploited for what feels like free points, punishing your opponent for not getting up the board to mix it up in melee with you. Our casters are generally active, and usually want to be sitting just behind the front lines to maximize the effect they have on the board. In essence, Orgoth must rely on its ability to apply layers of buffs to a situation in order to achieve victory, whether it be offensive or defensive, a crafty Orgoth player needs to know what numbers to change in order to achieve victory and send their opponent screaming to the halls of the Felgoeth. Some of Orgoth's Main features include: * '''Powerful Jack choices''' - The Jackal and Tyrant each have amazing weapons and profiles. Where jackals are cheap, light, and often annoying melee presences or mobile arc nodes, Tyrants are absolute monsters capable of easily trading out with other heavies and sticking around afterward, or taking some ranged options and chewing through enemies from afar. * '''Outstanding problem solving choices''' - Orgoth have a lot of great tools for getting around some of the more prevalent defensive tech in the game. Innate high armor swings with damage upkeeps, the ability to ignore tough with Entropic Force effects from Butcher or Maulgreth, or racking Silence of Death. Blessed weapons are relatively prevalent to deal with armor spells on your opponents side. * '''Threat Saturation''' - Many things in Orgoth are dangerous for your opponent have around on the board for an extended period of time. From berserker solos and units that can wipe out entire units even after taking some hits to Tyrants and Ghrotten that can take way more effort than your opponent is willing to dedicate to take out. Many of our threats have ways of moving closer and shortening the distance once damaged, making sure to get a counter hit in next turn should they survive. With the right offensive application, almost anything is a threat to your opponents key pieces. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. Is a fantastic starting point and introduction to the Faction's main game plan, but will have you missing Fate-Blessed when you do switch up your leader choice. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. She lives life on the edge, with fire group and open fire often meaning she has very little focus to use for herself. IF you want to run a gunline that's effectively +5 range on enemy gunlines before their modifiers, this is the caster for you. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Orsus the Betrayed]] === A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a young Orgoth warlord with a lot to prove, and sometimes needs to take big risks in order to achieve her gameplan. Her signature spell Perdition accelerates her battlegroup to obscene ranges, which will make your opponent think twice about putting their prized warjack or warbeast forward. Being one of the two casters with an intrinsic damage buff in Crippling Grasp, she has a lot of extra damage to throw around in any given turn. Both Perdition and Crippling Grasp are offensive spells, so she'll need an arc node if she wants to be safe after spending the focus she'll need to cast them and make sure they go off. Berserk Jackals turn into infantry mulchers with her Field Marshall overtake giving movement every time they kill a model. Her Feat lets her cast every single spell on her card once for free, letting you cycle all your buffs and produce major value for your turn if you plan it all correctly. She is one of our casters with a higher skill floor, as she can only do so much on any turn besides her feat, and needs to have a backup should Perdition fail. {{Orgoth Sea Raiders Footer}} 930bf1b61552a3a6fe384b5bc41a62ba8f45d8ae 897 896 2024-07-27T03:56:44Z Rasalhague 30 /* Why Play Orgoth Sea Raiders */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. More than a few models have the ability to drag your opponent across the table into your lines, poor positioning on your opponents side can very rapidly be exploited for what feels like free points, punishing your opponent for not getting up the board to mix it up in melee with you. Our casters are generally active, and usually want to be sitting just behind the front lines to maximize the effect they have on the board. In essence, Orgoth must rely on its ability to apply layers of buffs to a situation in order to achieve victory, whether it be offensive or defensive, a crafty Orgoth player needs to know what numbers to change in order to achieve victory and send their opponent screaming to the halls of the Felgoeth. Some of Orgoth's Main features include: * '''Powerful Jack Choices''' - The Jackal and Tyrant each have amazing weapons and profiles. Where jackals are cheap, light, and often annoying melee presences or mobile arc nodes, Tyrants are absolute monsters capable of easily trading out with other heavies and sticking around afterward, or taking some ranged options and chewing through enemies from afar. * '''Outstanding Problem Solving Tools''' - Orgoth have a lot of great tools for getting around some of the more prevalent defensive tech in the game. Innate high armor swings with damage upkeeps, the ability to ignore tough with Entropic Force effects from Butcher or Maulgreth, or racking Silence of Death. Blessed weapons are relatively prevalent to deal with armor spells on your opponents side. * '''Threat Saturation''' - Many things in Orgoth are dangerous for your opponent have around on the board for an extended period of time. From berserker solos and units that can wipe out entire units even after taking some hits to Tyrants and Ghrotten that can take way more effort than your opponent is willing to dedicate to take out. Many of our threats have ways of moving closer and shortening the distance once damaged, making sure to get a counter hit in next turn should they survive. With the right offensive application, almost anything is a threat to your opponents key pieces. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. Is a fantastic starting point and introduction to the Faction's main game plan, but will have you missing Fate-Blessed when you do switch up your leader choice. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. She lives life on the edge, with fire group and open fire often meaning she has very little focus to use for herself. IF you want to run a gunline that's effectively +5 range on enemy gunlines before their modifiers, this is the caster for you. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Orsus the Betrayed]] === A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a young Orgoth warlord with a lot to prove, and sometimes needs to take big risks in order to achieve her gameplan. Her signature spell Perdition accelerates her battlegroup to obscene ranges, which will make your opponent think twice about putting their prized warjack or warbeast forward. Being one of the two casters with an intrinsic damage buff in Crippling Grasp, she has a lot of extra damage to throw around in any given turn. Both Perdition and Crippling Grasp are offensive spells, so she'll need an arc node if she wants to be safe after spending the focus she'll need to cast them and make sure they go off. Berserk Jackals turn into infantry mulchers with her Field Marshall overtake giving movement every time they kill a model. Her Feat lets her cast every single spell on her card once for free, letting you cycle all your buffs and produce major value for your turn if you plan it all correctly. She is one of our casters with a higher skill floor, as she can only do so much on any turn besides her feat, and needs to have a backup should Perdition fail. {{Orgoth Sea Raiders Footer}} 75d898fc33d5dbf1947c8feafcd45c3074fd12af 898 897 2024-07-27T04:13:21Z Rasalhague 30 /* Kishtaar, The Howling Silence updated blurb ~~~~Rasalhague*/ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. More than a few models have the ability to drag your opponent across the table into your lines, poor positioning on your opponents side can very rapidly be exploited for what feels like free points, punishing your opponent for not getting up the board to mix it up in melee with you. Our casters are generally active, and usually want to be sitting just behind the front lines to maximize the effect they have on the board. In essence, Orgoth must rely on its ability to apply layers of buffs to a situation in order to achieve victory, whether it be offensive or defensive, a crafty Orgoth player needs to know what numbers to change in order to achieve victory and send their opponent screaming to the halls of the Felgoeth. Some of Orgoth's Main features include: * '''Powerful Jack Choices''' - The Jackal and Tyrant each have amazing weapons and profiles. Where jackals are cheap, light, and often annoying melee presences or mobile arc nodes, Tyrants are absolute monsters capable of easily trading out with other heavies and sticking around afterward, or taking some ranged options and chewing through enemies from afar. * '''Outstanding Problem Solving Tools''' - Orgoth have a lot of great tools for getting around some of the more prevalent defensive tech in the game. Innate high armor swings with damage upkeeps, the ability to ignore tough with Entropic Force effects from Butcher or Maulgreth, or racking Silence of Death. Blessed weapons are relatively prevalent to deal with armor spells on your opponents side. * '''Threat Saturation''' - Many things in Orgoth are dangerous for your opponent have around on the board for an extended period of time. From berserker solos and units that can wipe out entire units even after taking some hits to Tyrants and Ghrotten that can take way more effort than your opponent is willing to dedicate to take out. Many of our threats have ways of moving closer and shortening the distance once damaged, making sure to get a counter hit in next turn should they survive. With the right offensive application, almost anything is a threat to your opponents key pieces. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. Is a fantastic starting point and introduction to the Faction's main game plan, but will have you missing Fate-Blessed when you do switch up your leader choice. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. Can start the attrition game off well with a devastating feat turn that can pick up two heavies worth of points if your opponent isn't careful, and has the ability to assassinate most leaders that aren't camping at least 2 of their respective resources. Can run pretty hot as she has multiple uses for her whole stack of focus every turn, . Can't always do much for things that aren't in her battlegroup, so wants to bring things that can mostly deliver themselves. Her gameplan is pretty straightforward, usually involving shooting your opponent from outside effective retaliation range and maintaining enough presence on scenario elements to not get shut out while continuing to do work. Can prove frustrating to new players, as she can be incredibly punishing if positioned wrong or if your target acquisition is a little off. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Orsus the Betrayed]] === A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a young Orgoth warlord with a lot to prove, and sometimes needs to take big risks in order to achieve her gameplan. Her signature spell Perdition accelerates her battlegroup to obscene ranges, which will make your opponent think twice about putting their prized warjack or warbeast forward. Being one of the two casters with an intrinsic damage buff in Crippling Grasp, she has a lot of extra damage to throw around in any given turn. Both Perdition and Crippling Grasp are offensive spells, so she'll need an arc node if she wants to be safe after spending the focus she'll need to cast them and make sure they go off. Berserk Jackals turn into infantry mulchers with her Field Marshall overtake giving movement every time they kill a model. Her Feat lets her cast every single spell on her card once for free, letting you cycle all your buffs and produce major value for your turn if you plan it all correctly. She is one of our casters with a higher skill floor, as she can only do so much on any turn besides her feat, and needs to have a backup should Perdition fail. {{Orgoth Sea Raiders Footer}} 2f8b24d167646a7e158708f98397204a7ddae229 Orsus the Betrayed 0 280 878 2024-07-26T22:47:46Z Gedditoffme 2 Created page with "== Orsus the Betrayed == Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" |..." wikitext text/x-wiki == Orsus the Betrayed == Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berzerk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts == Roles and Strengths: == A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 785fa7a41bc3dec0d159c5318b4df4f0004709e3 880 878 2024-07-26T22:48:49Z Gedditoffme 2 wikitext text/x-wiki == Orsus the Betrayed == Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berzerk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts == Roles and Strengths: == A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 623f76e3af66213c61e89a3a7b21f41e52d30a79 884 880 2024-07-26T22:56:11Z Gedditoffme 2 wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berzerk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts == Roles and Strengths: == A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} bae8a86ce5de5c20ceedaf9dc70e1fd4862bbded 886 884 2024-07-26T23:14:43Z 2607:FEA8:EE6:D100:903B:A71A:A44:9877 0 /* Downsides: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berzerk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts == Roles and Strengths: == A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * As he is no longer a Khador caster he rolls one less dice against Khador opponents due to them being superior. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} d233926c6422ee9711df8a7b05be52ef1d963c48 888 886 2024-07-27T00:03:19Z 2601:192:4C7F:DBF0:7499:F206:32B5:5CB3 0 /* Downsides: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berzerk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts == Roles and Strengths: == A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} bae8a86ce5de5c20ceedaf9dc70e1fd4862bbded 889 888 2024-07-27T00:17:29Z 2601:192:4C7F:DBF0:7499:F206:32B5:5CB3 0 /* Downsides: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berzerk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts == Roles and Strengths: == A beatstick super solo with berzerk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Spell Ward is a double edged axe for Orsus as it means Orsus cannot cast Self spells like Windstorm. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 0b6ded41f0c5289b20c9762d9b9688fec4ca8dcc 890 889 2024-07-27T00:25:16Z 70.16.38.88 0 /* Roles and Strengths: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berzerk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts == Roles and Strengths: == A beatstick super solo with berserk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Spell Ward is a double edged axe for Orsus as it means Orsus cannot cast Self spells like Windstorm. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 87013572b76595e82c4056b606186ed6b8b3d8ef 891 890 2024-07-27T00:25:47Z 70.16.38.88 0 /* Abilities: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts == Roles and Strengths: == A beatstick super solo with berserk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Spell Ward is a double edged axe for Orsus as it means Orsus cannot cast Self spells like Windstorm. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 2a60388528680863c276a153b2f227d1d4fdac7c File:Orsus the Betrayed.webp 6 281 879 2024-07-26T22:48:40Z Gedditoffme 2 wikitext text/x-wiki Orsus official pic 72bb36151387bb66ef091c1b33a441612b5016f6 Template:Hunter's Mark 10 282 881 2024-07-26T22:52:20Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Hunter's Mark</big> ''' || 2 || 10 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Friendly models can charge or make a slam power attack against target model hit by Hunter's Mark without be..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Hunter's Mark</big> ''' || 2 || 10 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Friendly models can charge or make a slam power attack against target model hit by Hunter's Mark without being forced or spending focus. A friendly model charging or power attack slamming an enemy model hit by Hunter's Mark gains +2 SPD while resolving a charge or slam. Hunter's Mark lasts for one round. |} 452b3d5b51cfbf17a99295db8b73968fb0d2e245 Template:Hand of Destruction 10 283 882 2024-07-26T22:54:08Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Hand of Destruction</big> ''' || 2 || 10 || - || - || Up || Yes |- |colspan=7 style="text-align: left;"| Friendly models in this model's battlegroup gain an additional die on attack and damage rolls against..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Hand of Destruction</big> ''' || 2 || 10 || - || - || Up || Yes |- |colspan=7 style="text-align: left;"| Friendly models in this model's battlegroup gain an additional die on attack and damage rolls against target model/unit. Discard the lowest die in each roll. |} ed0f5d277c2c375f9387e40116e2d4f02413f73b Template:Eruption 10 284 883 2024-07-26T22:55:48Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Eruption</big> ''' || 3 || 8|| 2 || 14/8 || Rnd || Yes |- |colspan=7 style="text-align: left;"| This attack causes fire damage. Place a cloud effect template centred on the model targeted within range. The t..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Eruption</big> ''' || 3 || 8|| 2 || 14/8 || Rnd || Yes |- |colspan=7 style="text-align: left;"| This attack causes fire damage. Place a cloud effect template centred on the model targeted within range. The template is a hazard that remains in play for one round. A model without Resistance: Fire entering or ending its activation in the AOE suffer the Fire continuous effect. |} bd7f482d6e9904c206c2c6856dd8309880f10351 Butcher5 0 285 887 2024-07-26T23:15:18Z Gedditoffme 2 Redirected page to [[Orsus the Betrayed]] wikitext text/x-wiki #REDIRECT [[Orsus the Betrayed]] b6825a51d093fa027e8a316a1116ff7de41f4675 Horruskh, The Thousand Wraths 0 73 899 756 2024-07-27T04:22:07Z Rasalhague 30 /* Roles and Strengths: added a few more sentences ~~~~Rasalhague*/ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. Keeps an incredibly consistent 14" threat with Vanish and charging. Use him to keep your opponents casters checking where they step or risk getting charged and eviscerated. Is a relatively efficient windstorm caster with the ability to upkeep 2 spells, cast windstorm, and still camp 2 focus for some damage reduction. Has the personal output to take out a heavy with very little support, and can control opponent's key pieces by killing something easy and using blood boon to knock a heavy around. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This allows his army to feel very consistent, and helping ensure your plans go well. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheaper tarpit on his feat turn you'll have to bring true inspiration. == Tricks: == <!-- dot point list of cool plays and combos--> * Since Horruskh's Fate Blessed reroll is a different name as the [[Reaver Commander]]'s Combat Coordination battle plan granting a reroll, these can be stacked giving a model up to 3 tries. * Feat has a nice synergy with Rhoks allowing them to perform the triangle of death. (See [[Rhok Harriers]]) == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 322a8cfcd54d5649437e52fd872132b60c467c07 900 899 2024-07-27T04:28:12Z Rasalhague 30 /* Downsides: added 2 new bullet points ~~~~Rasalhague*/ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. Keeps an incredibly consistent 14" threat with Vanish and charging. Use him to keep your opponents casters checking where they step or risk getting charged and eviscerated. Is a relatively efficient windstorm caster with the ability to upkeep 2 spells, cast windstorm, and still camp 2 focus for some damage reduction. Has the personal output to take out a heavy with very little support, and can control opponent's key pieces by killing something easy and using blood boon to knock a heavy around. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This allows his army to feel very consistent, and helping ensure your plans go well. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheaper tarpit on his feat turn you'll have to bring true inspiration. *Runs a relatively predictable gameplan, and while feat does make stuff really hard to kill for a turn, Horruskh doesn't have any unique tools to prevent things from being trimmed out before lines clash. Every turn you hold feat gives your opponent a chance to make your feat less impactful by removing material from the board. *A fair amount of anti-tough tools exist in the game currently, including a universal one point card that every list can take, which can turn off an important portion of feat. == Tricks: == <!-- dot point list of cool plays and combos--> * Since Horruskh's Fate Blessed reroll is a different name as the [[Reaver Commander]]'s Combat Coordination battle plan granting a reroll, these can be stacked giving a model up to 3 tries. * Feat has a nice synergy with Rhoks allowing them to perform the triangle of death. (See [[Rhok Harriers]]) == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} c6c469f1ab5397f6cc4aaf2a05a01a4dee4fe285 Orgoth Sea Raiders 0 40 901 898 2024-07-27T06:21:10Z Spacewizardfromhell 14 /* Orsus the Betrayed */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. More than a few models have the ability to drag your opponent across the table into your lines, poor positioning on your opponents side can very rapidly be exploited for what feels like free points, punishing your opponent for not getting up the board to mix it up in melee with you. Our casters are generally active, and usually want to be sitting just behind the front lines to maximize the effect they have on the board. In essence, Orgoth must rely on its ability to apply layers of buffs to a situation in order to achieve victory, whether it be offensive or defensive, a crafty Orgoth player needs to know what numbers to change in order to achieve victory and send their opponent screaming to the halls of the Felgoeth. Some of Orgoth's Main features include: * '''Powerful Jack Choices''' - The Jackal and Tyrant each have amazing weapons and profiles. Where jackals are cheap, light, and often annoying melee presences or mobile arc nodes, Tyrants are absolute monsters capable of easily trading out with other heavies and sticking around afterward, or taking some ranged options and chewing through enemies from afar. * '''Outstanding Problem Solving Tools''' - Orgoth have a lot of great tools for getting around some of the more prevalent defensive tech in the game. Innate high armor swings with damage upkeeps, the ability to ignore tough with Entropic Force effects from Butcher or Maulgreth, or racking Silence of Death. Blessed weapons are relatively prevalent to deal with armor spells on your opponents side. * '''Threat Saturation''' - Many things in Orgoth are dangerous for your opponent have around on the board for an extended period of time. From berserker solos and units that can wipe out entire units even after taking some hits to Tyrants and Ghrotten that can take way more effort than your opponent is willing to dedicate to take out. Many of our threats have ways of moving closer and shortening the distance once damaged, making sure to get a counter hit in next turn should they survive. With the right offensive application, almost anything is a threat to your opponents key pieces. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. Is a fantastic starting point and introduction to the Faction's main game plan, but will have you missing Fate-Blessed when you do switch up your leader choice. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. Can start the attrition game off well with a devastating feat turn that can pick up two heavies worth of points if your opponent isn't careful, and has the ability to assassinate most leaders that aren't camping at least 2 of their respective resources. Can run pretty hot as she has multiple uses for her whole stack of focus every turn, . Can't always do much for things that aren't in her battlegroup, so wants to bring things that can mostly deliver themselves. Her gameplan is pretty straightforward, usually involving shooting your opponent from outside effective retaliation range and maintaining enough presence on scenario elements to not get shut out while continuing to do work. Can prove frustrating to new players, as she can be incredibly punishing if positioned wrong or if your target acquisition is a little off. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Orsus the Betrayed]] === A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a young Orgoth warlord with a lot to prove, and sometimes needs to take big risks in order to achieve her gameplan. Her signature spell Perdition accelerates her battlegroup to obscene ranges, which will make your opponent think twice about putting their prized warjack or warbeast forward. Being one of the two casters with an intrinsic damage buff in Crippling Grasp, she has a lot of extra damage to throw around in any given turn. Both Perdition and Crippling Grasp are offensive spells, so she'll need an arc node if she wants to be safe after spending the focus she'll need to cast them and make sure they go off. Berserk Jackals turn into infantry mulchers with her Field Marshall overtake giving movement every time they kill a model. Her Feat lets her cast every single spell on her card once for free, letting you cycle all your buffs and produce major value for your turn if you plan it all correctly. She is one of our casters with a higher skill floor, as she can only do so much on any turn besides her feat, and needs to have a backup should Perdition fail. {{Orgoth Sea Raiders Footer}} a7c32c24102e76ca2c468dc2f8680805db160a46 918 901 2024-07-27T06:48:23Z Spacewizardfromhell 14 /* Which Caster is for me? */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. More than a few models have the ability to drag your opponent across the table into your lines, poor positioning on your opponents side can very rapidly be exploited for what feels like free points, punishing your opponent for not getting up the board to mix it up in melee with you. Our casters are generally active, and usually want to be sitting just behind the front lines to maximize the effect they have on the board. In essence, Orgoth must rely on its ability to apply layers of buffs to a situation in order to achieve victory, whether it be offensive or defensive, a crafty Orgoth player needs to know what numbers to change in order to achieve victory and send their opponent screaming to the halls of the Felgoeth. Some of Orgoth's Main features include: * '''Powerful Jack Choices''' - The Jackal and Tyrant each have amazing weapons and profiles. Where jackals are cheap, light, and often annoying melee presences or mobile arc nodes, Tyrants are absolute monsters capable of easily trading out with other heavies and sticking around afterward, or taking some ranged options and chewing through enemies from afar. * '''Outstanding Problem Solving Tools''' - Orgoth have a lot of great tools for getting around some of the more prevalent defensive tech in the game. Innate high armor swings with damage upkeeps, the ability to ignore tough with Entropic Force effects from Butcher or Maulgreth, or racking Silence of Death. Blessed weapons are relatively prevalent to deal with armor spells on your opponents side. * '''Threat Saturation''' - Many things in Orgoth are dangerous for your opponent have around on the board for an extended period of time. From berserker solos and units that can wipe out entire units even after taking some hits to Tyrants and Ghrotten that can take way more effort than your opponent is willing to dedicate to take out. Many of our threats have ways of moving closer and shortening the distance once damaged, making sure to get a counter hit in next turn should they survive. With the right offensive application, almost anything is a threat to your opponents key pieces. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. Is a fantastic starting point and introduction to the Faction's main game plan, but will have you missing Fate-Blessed when you do switch up your leader choice. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. Can start the attrition game off well with a devastating feat turn that can pick up two heavies worth of points if your opponent isn't careful, and has the ability to assassinate most leaders that aren't camping at least 2 of their respective resources. Can run pretty hot as she has multiple uses for her whole stack of focus every turn, . Can't always do much for things that aren't in her battlegroup, so wants to bring things that can mostly deliver themselves. Her gameplan is pretty straightforward, usually involving shooting your opponent from outside effective retaliation range and maintaining enough presence on scenario elements to not get shut out while continuing to do work. Can prove frustrating to new players, as she can be incredibly punishing if positioned wrong or if your target acquisition is a little off. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed allowing him to mitigate how much damage he takes on his way in. If you like casters who protect their models and have too much focus to play with turn on turn, this is the caster for you. === [[Orsus the Betrayed]] === Orsus is a brutal instrument. He is a potent melee threat, whose cohort can wade bloody swathes through his enemies. His feat enables his forces to remove tough models, while also returning dead warrior models to continue the fight. Orsus is very deadly in melee and potentially difficult to destroy; however the bulk of his power comes from his threat projection via Hunter's Mark. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a young Orgoth warlord with a lot to prove, and sometimes needs to take big risks in order to achieve her gameplan. Her signature spell Perdition accelerates her battlegroup to obscene ranges, which will make your opponent think twice about putting their prized warjack or warbeast forward. Being one of the two casters with an intrinsic damage buff in Crippling Grasp, she has a lot of extra damage to throw around in any given turn. Both Perdition and Crippling Grasp are offensive spells, so she'll need an arc node if she wants to be safe after spending the focus she'll need to cast them and make sure they go off. Berserk Jackals turn into infantry mulchers with her Field Marshall overtake giving movement every time they kill a model. Her Feat lets her cast every single spell on her card once for free, letting you cycle all your buffs and produce major value for your turn if you plan it all correctly. She is one of our casters with a higher skill floor, as she can only do so much on any turn besides her feat, and needs to have a backup should Perdition fail. {{Orgoth Sea Raiders Footer}} 3bed5f41a724aecb2430af146f8bd814e0983b33 921 918 2024-07-27T17:59:28Z Rasalhague 30 /* Oriax, the Soul Slaver updated blurb ~~~~Rasalhague*/ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. More than a few models have the ability to drag your opponent across the table into your lines, poor positioning on your opponents side can very rapidly be exploited for what feels like free points, punishing your opponent for not getting up the board to mix it up in melee with you. Our casters are generally active, and usually want to be sitting just behind the front lines to maximize the effect they have on the board. In essence, Orgoth must rely on its ability to apply layers of buffs to a situation in order to achieve victory, whether it be offensive or defensive, a crafty Orgoth player needs to know what numbers to change in order to achieve victory and send their opponent screaming to the halls of the Felgoeth. Some of Orgoth's Main features include: * '''Powerful Jack Choices''' - The Jackal and Tyrant each have amazing weapons and profiles. Where jackals are cheap, light, and often annoying melee presences or mobile arc nodes, Tyrants are absolute monsters capable of easily trading out with other heavies and sticking around afterward, or taking some ranged options and chewing through enemies from afar. * '''Outstanding Problem Solving Tools''' - Orgoth have a lot of great tools for getting around some of the more prevalent defensive tech in the game. Innate high armor swings with damage upkeeps, the ability to ignore tough with Entropic Force effects from Butcher or Maulgreth, or racking Silence of Death. Blessed weapons are relatively prevalent to deal with armor spells on your opponents side. * '''Threat Saturation''' - Many things in Orgoth are dangerous for your opponent have around on the board for an extended period of time. From berserker solos and units that can wipe out entire units even after taking some hits to Tyrants and Ghrotten that can take way more effort than your opponent is willing to dedicate to take out. Many of our threats have ways of moving closer and shortening the distance once damaged, making sure to get a counter hit in next turn should they survive. With the right offensive application, almost anything is a threat to your opponents key pieces. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. Is a fantastic starting point and introduction to the Faction's main game plan, but will have you missing Fate-Blessed when you do switch up your leader choice. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. Can start the attrition game off well with a devastating feat turn that can pick up two heavies worth of points if your opponent isn't careful, and has the ability to assassinate most leaders that aren't camping at least 2 of their respective resources. Can run pretty hot as she has multiple uses for her whole stack of focus every turn, . Can't always do much for things that aren't in her battlegroup, so wants to bring things that can mostly deliver themselves. Her gameplan is pretty straightforward, usually involving shooting your opponent from outside effective retaliation range and maintaining enough presence on scenario elements to not get shut out while continuing to do work. Can prove frustrating to new players, as she can be incredibly punishing if positioned wrong or if your target acquisition is a little off. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed being a mathematical nightmare for your opponent, and one of the best defensive spells in the game. Can slightly extend his armies threat with Gate of Worlds and generally being highly effective into armies that bring a lot of living warrior models or that don't have that much hit fixing. Also has a non-trivial assassination run with turning himself incorporeal and charging someone's caster to teleport them within range of a couple of your heavies should things get dire late game. Is a bit of a fragile caster at 15/15 but more than makes up for it by making the army in front him uncomfortable to remove for all but the most accurate armies. Can be difficult to pilot given the armies anti-synergy with providing souls to Oriax on top of being a relatively high complexity caster, but once learned is a terrifying list to stare down. === [[Orsus the Betrayed]] === Orsus is a brutal instrument. He is a potent melee threat, whose cohort can wade bloody swathes through his enemies. His feat enables his forces to remove tough models, while also returning dead warrior models to continue the fight. Orsus is very deadly in melee and potentially difficult to destroy; however the bulk of his power comes from his threat projection via Hunter's Mark. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a young Orgoth warlord with a lot to prove, and sometimes needs to take big risks in order to achieve her gameplan. Her signature spell Perdition accelerates her battlegroup to obscene ranges, which will make your opponent think twice about putting their prized warjack or warbeast forward. Being one of the two casters with an intrinsic damage buff in Crippling Grasp, she has a lot of extra damage to throw around in any given turn. Both Perdition and Crippling Grasp are offensive spells, so she'll need an arc node if she wants to be safe after spending the focus she'll need to cast them and make sure they go off. Berserk Jackals turn into infantry mulchers with her Field Marshall overtake giving movement every time they kill a model. Her Feat lets her cast every single spell on her card once for free, letting you cycle all your buffs and produce major value for your turn if you plan it all correctly. She is one of our casters with a higher skill floor, as she can only do so much on any turn besides her feat, and needs to have a backup should Perdition fail. {{Orgoth Sea Raiders Footer}} a6df5078f54eb9ea1e12336f5c760396e44ea0e8 922 921 2024-07-27T18:15:59Z Rasalhague 30 /* Orsus the Betrayed Updated Blurb ~~~~Rasalhague*/ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. More than a few models have the ability to drag your opponent across the table into your lines, poor positioning on your opponents side can very rapidly be exploited for what feels like free points, punishing your opponent for not getting up the board to mix it up in melee with you. Our casters are generally active, and usually want to be sitting just behind the front lines to maximize the effect they have on the board. In essence, Orgoth must rely on its ability to apply layers of buffs to a situation in order to achieve victory, whether it be offensive or defensive, a crafty Orgoth player needs to know what numbers to change in order to achieve victory and send their opponent screaming to the halls of the Felgoeth. Some of Orgoth's Main features include: * '''Powerful Jack Choices''' - The Jackal and Tyrant each have amazing weapons and profiles. Where jackals are cheap, light, and often annoying melee presences or mobile arc nodes, Tyrants are absolute monsters capable of easily trading out with other heavies and sticking around afterward, or taking some ranged options and chewing through enemies from afar. * '''Outstanding Problem Solving Tools''' - Orgoth have a lot of great tools for getting around some of the more prevalent defensive tech in the game. Innate high armor swings with damage upkeeps, the ability to ignore tough with Entropic Force effects from Butcher or Maulgreth, or racking Silence of Death. Blessed weapons are relatively prevalent to deal with armor spells on your opponents side. * '''Threat Saturation''' - Many things in Orgoth are dangerous for your opponent have around on the board for an extended period of time. From berserker solos and units that can wipe out entire units even after taking some hits to Tyrants and Ghrotten that can take way more effort than your opponent is willing to dedicate to take out. Many of our threats have ways of moving closer and shortening the distance once damaged, making sure to get a counter hit in next turn should they survive. With the right offensive application, almost anything is a threat to your opponents key pieces. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. Is a fantastic starting point and introduction to the Faction's main game plan, but will have you missing Fate-Blessed when you do switch up your leader choice. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. Can start the attrition game off well with a devastating feat turn that can pick up two heavies worth of points if your opponent isn't careful, and has the ability to assassinate most leaders that aren't camping at least 2 of their respective resources. Can run pretty hot as she has multiple uses for her whole stack of focus every turn, . Can't always do much for things that aren't in her battlegroup, so wants to bring things that can mostly deliver themselves. Her gameplan is pretty straightforward, usually involving shooting your opponent from outside effective retaliation range and maintaining enough presence on scenario elements to not get shut out while continuing to do work. Can prove frustrating to new players, as she can be incredibly punishing if positioned wrong or if your target acquisition is a little off. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed being a mathematical nightmare for your opponent, and one of the best defensive spells in the game. Can slightly extend his armies threat with Gate of Worlds and generally being highly effective into armies that bring a lot of living warrior models or that don't have that much hit fixing. Also has a non-trivial assassination run with turning himself incorporeal and charging someone's caster to teleport them within range of a couple of your heavies should things get dire late game. Is a bit of a fragile caster at 15/15 but more than makes up for it by making the army in front him uncomfortable to remove for all but the most accurate armies. Can be difficult to pilot given the armies anti-synergy with providing souls to Oriax on top of being a relatively high complexity caster, but once learned is a terrifying list to stare down. === [[Orsus the Betrayed]] === Orsus is a brutal instrument. While a beast of a melee presence in his own right, he also offers potent support tools in the form of Hand of Destruction to enhance the output of his battlegroup and Hunter's Mark to provide a universal threat extension to his army. While only being able to rack 1 spell is a little rough, and the inability to cast Carnage and Windstorm may land him in a more niche position in a pairing, he can still help his army perform in ways other casters in faction may have difficulty with. His feat provides a solid opportunity to get around any of an opponents tech like Tough, healing, and preventing jacks or beasts from healing crippled systems or aspects the next turn, providing a much less efficient counter punch for your opponent. Berserk and Blood-Quenched provide a hefty defensive buff to him if he can get stuck in the right place, and at Mat 9 Pow 16 base there's not much that he can't kill. Can possibly be a good starting point to the faction, will require more testing. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a young Orgoth warlord with a lot to prove, and sometimes needs to take big risks in order to achieve her gameplan. Her signature spell Perdition accelerates her battlegroup to obscene ranges, which will make your opponent think twice about putting their prized warjack or warbeast forward. Being one of the two casters with an intrinsic damage buff in Crippling Grasp, she has a lot of extra damage to throw around in any given turn. Both Perdition and Crippling Grasp are offensive spells, so she'll need an arc node if she wants to be safe after spending the focus she'll need to cast them and make sure they go off. Berserk Jackals turn into infantry mulchers with her Field Marshall overtake giving movement every time they kill a model. Her Feat lets her cast every single spell on her card once for free, letting you cycle all your buffs and produce major value for your turn if you plan it all correctly. She is one of our casters with a higher skill floor, as she can only do so much on any turn besides her feat, and needs to have a backup should Perdition fail. {{Orgoth Sea Raiders Footer}} 378554c6c239757583b56fc234cbfd8315158d86 Orsus the Betrayed 0 280 902 891 2024-07-27T06:21:16Z Spacewizardfromhell 14 /* Recommended Rack choices */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts * Redline synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A beatstick super solo with berserk and Blood Quenched. He wants to charge forward, eat a unit in melee and sit there with high armour and camp focus. Hunter's Mark also gives good threat extension and efficient charges. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Spell Ward is a double edged axe for Orsus as it means Orsus cannot cast Self spells like Windstorm. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} bc5b1e77ba3dc0e3f562f8911a1ee9d8e1eab97e 903 902 2024-07-27T06:21:35Z Spacewizardfromhell 14 /* Roles and Strengths: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts * Redline synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Spell Ward is a double edged axe for Orsus as it means Orsus cannot cast Self spells like Windstorm. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 712ff49ed049c88a201c3cc03066fd207187deb4 904 903 2024-07-27T06:24:21Z Spacewizardfromhell 14 /* Downsides: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts * Redline synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the accuracy of his army, notable this impacts infantry such as [[Ulkor Gnashers]]. * Homicidal Maniac cannot trigger when ANY model is within 1" of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} a0a33debf984afd826e1d9d3f7034623d18cc23f 905 904 2024-07-27T06:24:40Z Spacewizardfromhell 14 /* Downsides: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts * Redline synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the accuracy of his army, notably this impacts infantry such as [[Ulkor Gnashers]]. * Homicidal Maniac cannot trigger when ANY model is within 1" of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 76e2b5f265beee5a221989cb91b36616ad7385ee 906 905 2024-07-27T06:27:12Z Spacewizardfromhell 14 /* List Design */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts * Redline synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the accuracy of his army, notably this impacts infantry such as [[Ulkor Gnashers]]. * Homicidal Maniac cannot trigger when ANY model is within 1" of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Damien Korovnik is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Raveners]] synergize well with Homicidal Maniac because they have Berserk === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} f94389e41f4b1b30136e78b3840eab9875e5dc3c 907 906 2024-07-27T06:27:44Z Spacewizardfromhell 14 /* Recommended choices */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === Note Orsus' spell ward prevents him casting any spells with a rng of Self, notably this excludes staples such as Carnage or Wind Storm. It therefore depends what else in your army you need to buff * Inviolable Resolve is a solid choice for defending cohorts * Redline synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the accuracy of his army, notably this impacts infantry such as [[Ulkor Gnashers]]. * Homicidal Maniac cannot trigger when ANY model is within 1" of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Koldun Lord Damien Korovnik]] is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Raveners]] synergize well with Homicidal Maniac because they have Berserk === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} d24e92a2a3785c480ecdb1dc74c61a6c42148ae0 908 907 2024-07-27T06:29:41Z Spacewizardfromhell 14 /* Recommended Rack choices */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === * Inviolable Resolve is a solid choice for defending cohorts * Red Line synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the accuracy of his army, notably this impacts infantry such as [[Ulkor Gnashers]]. * Homicidal Maniac cannot trigger when ANY model is within 1" of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Koldun Lord Damien Korovnik]] is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Raveners]] synergize well with Homicidal Maniac because they have Berserk === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} f473d6d01248f372f9de088a668bfd03719d14dd 909 908 2024-07-27T06:33:00Z Spacewizardfromhell 14 /* Downsides: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === * Inviolable Resolve is a solid choice for defending cohorts * Red Line synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the melee accuracy of his army. Notably this impacts [[Gnashers]] who cannot be buffed by Death March. * Homicidal Maniac cannot trigger when ANY model is within 1" of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Koldun Lord Damien Korovnik]] is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Raveners]] synergize well with Homicidal Maniac because they have Berserk === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 68b6695847c2b2d5d8e02501378638d532f55380 910 909 2024-07-27T06:35:16Z Spacewizardfromhell 14 /* Recommended choices */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === * Inviolable Resolve is a solid choice for defending cohorts * Red Line synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the melee accuracy of his army. Notably this impacts [[Gnashers]] who cannot be buffed by Death March. * Homicidal Maniac cannot trigger when ANY model is within 1" of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Koldun Lord Damien Korovnik]] is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Raveners]] synergize well with Homicidal Maniac because they have Berserk * Because Orsus cannot cast Windstorm, [[Grhotten Keepers]] and to a lesser extent [[Vulkar Forge Master]] using Defensive Measures are crucial to providing anti-ranged defense. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 1453b634cc995e5cef633f3c7abb18563f1c9c22 911 910 2024-07-27T06:35:37Z Spacewizardfromhell 14 /* Recommended choices */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === * Inviolable Resolve is a solid choice for defending cohorts * Red Line synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the melee accuracy of his army. Notably this impacts [[Gnashers]] who cannot be buffed by Death March. * Homicidal Maniac cannot trigger when ANY model is within 1" of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Koldun Lord Damien Korovnik]] is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Raveners]] synergize well with Homicidal Maniac because they have Berserk * Because Orsus cannot cast Windstorm, [[Grhotten Keeper]]s and to a lesser extent [[Vulkar Forge Master]]s using Defensive Measures are crucial to providing anti-ranged defense. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 4f47083571876cd1f91f9397c6b1214f506d064d 912 911 2024-07-27T06:35:54Z Spacewizardfromhell 14 /* Recommended choices */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === * Inviolable Resolve is a solid choice for defending cohorts * Red Line synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the melee accuracy of his army. Notably this impacts [[Gnashers]] who cannot be buffed by Death March. * Homicidal Maniac cannot trigger when ANY model is within 1" of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Koldun Lord Damien Korovnik]] is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Ravener]]s synergize well with Homicidal Maniac because they have Berserk * Because Orsus cannot cast Windstorm, [[Grhotten Keeper]]s and to a lesser extent [[Vulkar Forge Master]]s using Defensive Measures are crucial to providing anti-ranged defense. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 4caace2fb70113048d9e8c1fef77ce1ac87a8552 913 912 2024-07-27T06:37:35Z Spacewizardfromhell 14 /* Downsides: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === * Inviolable Resolve is a solid choice for defending cohorts * Red Line synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the melee accuracy of his army. Notably this impacts [[Gnashers]] who cannot be buffed by Death March. * Homicidal Maniac cannot trigger when ANY model is within melee range of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Koldun Lord Damien Korovnik]] is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Ravener]]s synergize well with Homicidal Maniac because they have Berserk * Because Orsus cannot cast Windstorm, [[Grhotten Keeper]]s and to a lesser extent [[Vulkar Forge Master]]s using Defensive Measures are crucial to providing anti-ranged defense. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 68c17ba358ce88f82887550eae2d5134a2b77358 914 913 2024-07-27T06:41:02Z Spacewizardfromhell 14 /* Tricks: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === * Inviolable Resolve is a solid choice for defending cohorts * Red Line synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return dead medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes for the threat he poses. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the melee accuracy of his army. Notably this impacts [[Gnashers]] who cannot be buffed by Death March. * Homicidal Maniac cannot trigger when ANY model is within melee range of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * [[Koldun Lord Damien Korovnik]] can cast Blizzard on Orsus, as the spell does not target a model, it chooses a model. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Koldun Lord Damien Korovnik]] is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Ravener]]s synergize well with Homicidal Maniac because they have Berserk * Because Orsus cannot cast Windstorm, [[Grhotten Keeper]]s and to a lesser extent [[Vulkar Forge Master]]s using Defensive Measures are crucial to providing anti-ranged defense. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} a18ef7fe412046b7702ca265821965cb2f7b021a 915 914 2024-07-27T06:42:08Z Spacewizardfromhell 14 /* Roles and Strengths: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === * Inviolable Resolve is a solid choice for defending cohorts * Red Line synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return destroyed medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. He is potentially very deadly and difficult to remove; however the bulk of his power comes from his threat projection via Hunter's Mark. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the melee accuracy of his army. Notably this impacts [[Gnashers]] who cannot be buffed by Death March. * Homicidal Maniac cannot trigger when ANY model is within melee range of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * [[Koldun Lord Damien Korovnik]] can cast Blizzard on Orsus, as the spell does not target a model, it chooses a model. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Koldun Lord Damien Korovnik]] is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Ravener]]s synergize well with Homicidal Maniac because they have Berserk * Because Orsus cannot cast Windstorm, [[Grhotten Keeper]]s and to a lesser extent [[Vulkar Forge Master]]s using Defensive Measures are crucial to providing anti-ranged defense. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 408fdd0980f2d5788d6753a4e85cb55e774ffba8 916 915 2024-07-27T06:44:03Z Spacewizardfromhell 14 /* Roles and Strengths: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === * Inviolable Resolve is a solid choice for defending cohorts * Red Line synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return destroyed medium-based and smaller warrior models, which synergizes well with powerful Sea Raider solos. His feat also removes tough and prevents healing, enabling a variety of abilities that trigger on destroying models. He is potentially very deadly and difficult to remove; however the bulk of his power comes from his threat projection via Hunter's Mark. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the melee accuracy of his army. Notably this impacts [[Gnashers]] who cannot be buffed by Death March. * Homicidal Maniac cannot trigger when ANY model is within melee range of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * [[Koldun Lord Damien Korovnik]] can cast Blizzard on Orsus, as the spell does not target a model, it chooses a model. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Koldun Lord Damien Korovnik]] is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Ravener]]s synergize well with Homicidal Maniac because they have Berserk * Because Orsus cannot cast Windstorm, [[Grhotten Keeper]]s and to a lesser extent [[Vulkar Forge Master]]s using Defensive Measures are crucial to providing anti-ranged defense. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} cfe38a0eb65beba7a375867837eccb11ff23c45d 917 916 2024-07-27T06:44:42Z Spacewizardfromhell 14 /* Roles and Strengths: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === * Inviolable Resolve is a solid choice for defending cohorts * Red Line synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return destroyed medium based and smaller warrior models, which synergizes well with powerful Sea Raider solos. His feat also removes tough and prevents healing, enabling a variety of abilities that trigger on destroying models. He is potentially very deadly and difficult to remove; however the bulk of his power comes from his threat projection via Hunter's Mark. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the melee accuracy of his army. Notably this impacts [[Gnashers]] who cannot be buffed by Death March. * Homicidal Maniac cannot trigger when ANY model is within melee range of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * [[Koldun Lord Damien Korovnik]] can cast Blizzard on Orsus, as the spell does not target a model, it chooses a model. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Koldun Lord Damien Korovnik]] is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Ravener]]s synergize well with Homicidal Maniac because they have Berserk * Because Orsus cannot cast Windstorm, [[Grhotten Keeper]]s and to a lesser extent [[Vulkar Forge Master]]s using Defensive Measures are crucial to providing anti-ranged defense. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} a972c5f8cdf54c7e1bac9cefa88e959c505160ef 924 917 2024-07-28T02:01:20Z 2601:285:4100:21E0:D30:C028:6AAB:922A 0 /* Tricks: */ wikitext text/x-wiki Once a proud commander of Khador, banished by decree of the Empress Ayn Vanar, Orsus Zoktavir now fights as Orsus the Betrayed, a warlord of the Orgoth Sea Raiders! Chained to a fell axe, Orsus marks enemy targets for his troops, inspiring them with his own brutality. [[File:Orsus the Betrayed.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Butcher 5 ''' || 7 || 7|| 9 || 13 || 18 || 6 || 12 |} ===Abilities:=== *'''Tough''' *'''Unstoppable''' *'''Cavalry''' *'''Berserk''' When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model. *'''Blood-Quenched''' This model gains a cumulative +1ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Field Marshal [Homicidal Maniac]''' Cohort models in this model's battlegroup gain Homicidal Maniac *'''Homicidal Maniac''' If there are no models in this model's melee range after resolving a basic melee attack in which this model destroyed one or more enemy models, this model can advance up to 1". *'''Relentless Charge''' While advancing as part of a charge, this model gains Pathfinder. *'''Spell Ward''' This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fell Axe|9|2|16|* '''Magical''' * '''Critical Decapitation'''- On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.}} {{Melee Weapon|Gore|9|1|14| * '''Beat Back'''- Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} === Feat: Horn of Woe === While in Orsus' control range enemy models lose Tough and cannot have damage removed from them for one round. Enemy models destroyed in Orsus' control range are removed from play. Additionally, at the end of this turn, return d3+2 destroyed medium based or smaller friendly Faction warrior models to play completely within Orsus' control range. Place returned troopers models in play within 2" of another model in their units. === Spells === {{Eruption}} {{Hand of Destruction}} {{Hunter's Mark}} Choose 1 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === * Inviolable Resolve is a solid choice for defending cohorts * Red Line synergizes well with Hunter's Mark for +4 inches of threat == Roles and Strengths: == A potent melee threat, whose cohort can wade through infantry, leaving a sea of blood in their wake. His feat allows him to return destroyed medium based and smaller warrior models, which synergizes well with powerful Sea Raider solos. His feat also removes tough and prevents healing, enabling a variety of abilities that trigger on destroying models. He is potentially very deadly and difficult to remove; however the bulk of his power comes from his threat projection via Hunter's Mark. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Orsus cannot cast Windstorm to protect his army from ranged threats. * Orsus cannot case Carnage to help the melee accuracy of his army. Notably this impacts [[Gnashers]] who cannot be buffed by Death March. * Homicidal Maniac cannot trigger when ANY model is within melee range of the active model, this means that positioning friendly models is crucial for enabling smooth surfing. == Tricks: == <!-- dot point list of cool plays and combos--> * [[Koldun Lord Damien Korovnik]] can cast Blizzard on Orsus, as the spell does not target a model, it chooses a model. Also since he's considered friendly faction in list building he can be brought back with his feat. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Koldun Lord Damien Korovnik]] is crucial for getting the most out of Hunter's Mark * A [[Jackal]] with an arc node is a strong option for enabling Hunter's Mark * [[Ravener]]s synergize well with Homicidal Maniac because they have Berserk * Because Orsus cannot cast Windstorm, [[Grhotten Keeper]]s and to a lesser extent [[Vulkar Forge Master]]s using Defensive Measures are crucial to providing anti-ranged defense. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} bd0343730e77dc80d775f8aa886307d551dce6ca Horruskh, The Thousand Wraths 0 73 919 900 2024-07-27T11:49:09Z Aggranar 31 wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough''' *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. Keeps an incredibly consistent 14" threat with Vanish and charging. Use him to keep your opponents casters checking where they step or risk getting charged and eviscerated. Is a relatively efficient windstorm caster with the ability to upkeep 2 spells, cast windstorm, and still camp 2 focus for some damage reduction. Has the personal output to take out a heavy with very little support, and can control opponent's key pieces by killing something easy and using blood boon to knock a heavy around. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This allows his army to feel very consistent, and helping ensure your plans go well. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheaper tarpit on his feat turn you'll have to bring true inspiration. *Runs a relatively predictable gameplan, and while feat does make stuff really hard to kill for a turn, Horruskh doesn't have any unique tools to prevent things from being trimmed out before lines clash. Every turn you hold feat gives your opponent a chance to make your feat less impactful by removing material from the board. *A fair amount of anti-tough tools exist in the game currently, including a universal one point card that every list can take, which can turn off an important portion of feat. == Tricks: == <!-- dot point list of cool plays and combos--> * Since Horruskh's Fate Blessed reroll is a different name as the [[Reaver Commander]]'s Combat Coordination battle plan granting a reroll, these can be stacked giving a model up to 3 tries. * Feat has a nice synergy with Rhoks allowing them to perform the triangle of death. (See [[Rhok Harriers]]) * Jackals with arc nodes turn [[Thunder Strike]] up a level, giving a huge increase to the threat angles the spell provides. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} b32768e10e493f9b1d4fb09544035faae1eb7dff Ulkor Axers 0 67 920 365 2024-07-27T12:20:56Z Aggranar 31 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The Ulkor are a savage, ogrun-like people who were long ago conquered by the Orgoth. Recognizing their fighting spirit and their inherent capacity for vicious brutality, the Orgoth welcomed them into their armies, though not into their Infernal cults. The axers themselves are murderous combatants, eschewing all sense of personal safety, wading into battle with paired, rough-hewn long-handled axes to sever limbs and courage. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Ulkors Axers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Snacking''': When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points. <br> '''Unyelding''': This model gains +2 ARM against melee damage rolls. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Axes x2|<!--MAT-->7|<!--RNG-->2|<!--POW-->13| *'''Combo Strike (* Attack) *'''Magical'''}} '''Combo Strike (* Attack)''': This model gains +4 to the damage roll for this attack. <br> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> A good army core, that is relatively self sufficient. With any buff to damage they threaten lighter heavies well, natively they bully anything at their points cost or even a tad above. <!-- How do they do it, what do they excel at?--> * The option for two POW 13's or the POW 17 gives them great stopping power, ARM 16 native with unyielding makes them non-trivial to remove. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> *The model is incredibly self sufficient, however is a great starting point to either deliver other units or clean up. Consider using them to finish up things [[Rhok Harriers]] have almost annihilated, or being the vanguard of your list *Butcher can make them effectively SPD8 with [[Hunter's Mark]] and can bring them back with his feat. *Sabbreth can hot swap buffs on feat turn, and can easily run a full infantry toolbox with her 3 rack slots. == Tricks == <!-- dot point list of cool plays and combos--> *Silence of Death does not stop snacking. {{Orgoth Sea Raiders Footer}} 64724b721535195719781badf0c0e479e68a2ec2 Primus Jalaam 0 135 923 519 2024-07-27T22:21:30Z Shamgi 22 wikitext text/x-wiki === [[Primus Jalaam]] === <!-- Flavour text from official selling points --> The northern reaches of the Skorne Empire are a wild untamed place where beasts like the hydra and mammoth roam—only the fiercest of skorne prosper here. Among them is Primus Jalaam, one of the greatest hunters of his people, a cunning warlock who feels no shame killing his enemies at a distance. He is as effective stalking intelligent prey as are the beasts of his homeland. [[File:Jalaam.webm|thumb|Primus Jalaam]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 16 |} ===Abilities:=== '''Hunter''': This model ignores concealment and cover when making ranged attacks. '''Prey''': After deployment but before the first player's turn, choose an enemy model/unit to be this models/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey. '''Resourceful''': This model can upkeep spells on models in its battlegroup without spending focus or fury points ===Weapons=== {{Ranged Weapon|Reiver|7|12|1|-|10| *'''Magical''' *'''Pistol''' *'''Grievous Wounds''': A model hit by this weapon loses Tough and cannot have damage removed from it for one round. *'''Volume Fire''': Gain +1 to attack and damage rolls with this weapon against medium based models and +2 to attack and damage rolls against larger-based models. *'''Reload[1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} {{Melee Weapon|Blade|7|1|12| *'''Magical''' *'''Grievous Wounds''': A model hit by this weapon loses Tough and cannot have damage removed from it for one round.}} === Feat: Hide in Sight === When an enemy model makes an attack roll against a friend Faction model in Jalaam's control range, the enemy model rolls one less die. Hide in Sight lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Artifice of Deviation}} {{Deadeye}} {{Scavenger's Blessing}} {{Vanish}} {{Warpath}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Jalaam boasts high personal ranged output with his gun and the bevy of special rules to support it, while also extending the threat range of his army. His feat is massively powerful, and can often lead to opponents failing to kill a single model if used correctly. <!-- How do they do it, what do they excel at?--> * Jalaam has extremely reliable personal output with his gun: with prey to pick something to kill, Volume Fire and Hunter to make it much easier to hit, and Grievous Wounds to bypass healing effects, his ability to remove two troopers a turn, slowly chip away at a heavy, or threaten a caster means he can do a lot of things into a lot of matchups. * Warpath means the opponent must be extremely wary of his threat ranges, as Skorne beasts can reach some extremely long threats under his watch. * His feat allows him to cause some massive headaches, one less die causes major issues with enemy accuracy, and any sort of benefit that adds to defense, such as cover or attacking over an obstacle, can lead his models to be straight up unhittable by many things. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * At a 15/15, Jalaam is very fragile, and requires a ton of army support to ensure he can survive. This is not helped by the fact that Jalaam often wants to spend his entire fury stack, turn by turn, which can leave him extremely open to dying. He also lacks any sort of damage buff, which can hurt him into real heavy armor. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Army of the Western Reaches Footer}} 441991517895e60e096ec0b6b31320fa0ab3cd75 Koldun Lord Damien Korovnik 0 274 925 885 2024-07-28T09:12:30Z Gedditoffme 2 /* Orgoth Sea Raiders Synergy */ wikitext text/x-wiki = Koldun Lord Damien Korovnik = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Sea Raider]] [[Winter Korps]] [[Solo]]'''</span> ''​Having fled Korsk at the height of Ayn Vanar’s purge of the Greylords, Koldun Lord Damien Korovnik found himself captured by the Orgoth at the start of their invasion. Now forced into foul servitude by the invaders, Korovnik longs for his freedom and a return to his countrymen, even if it means his certain death. Though the former Greylord fights alongside the Orgoth host, he awaits the day he can strike back against his new masters to redeem some small part of himself before meeting his final judgment.'' [[File:Koldun Korovnik.jpg|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Korovnik 1''' || 6 || 7 || 7 || - || 13 || 14 || 5 |} 3pts *Mercenary [Sea Raiders and Winter Korps] *'''Mercenary Attachment''' Before the start of the game, attach this model/unit to a friendly Leader for the rest of the game. Each Leader can have only one model/unit attached to it. The attached model/unit is part of its Leader's battlegroup. This model is considered to be the same faction as its Leader. ===Abilities:=== *'''Resistance: Cold''' *'''Battle Wizard''' Once per turn, when this model destroys or removes from play one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action *'''Magic Ability''' ** '''Blizzard ''' (*Action) Choose a friendly Faction model within 5" of this model. Center a cloud effect template on the chosen model. The template remains centered on the model for one round. If the chosen model is destroyed or removed from play, remove the template from play. **'''Razor Wind'''(*Attack) - Razor Wind is a Rng SP10, POW12 Arcane attack. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxed or circles on the last column or branch damaged. **'''Spell Slave''' (*Action or *Attack) - This model must be in its Leader's control range to make the Spell Slave special action. When it does, it casts one of the spells on its Leader's card with a COST of 3 or less. This model cannot cast upkeep spells with a RNG of SELF or CTRL. When casting an offensive spell, Spell Slave is an arcane attack. ===Weapons=== {{Melee Weapon|Blaze Axe|7|1|12| *'''Magical''' *'''Dispel''' When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire}} == Role and strengths == 90% of the reason to take him is Spell Slave, and you'll only take him when you have a great spell worth slaving. * Dispel gives you access to an ability to clear enemy upkeeps on their models. You need to get within axe swinging range though. Spell slave is worth deep diving into. There are very few spells you can cast, typically you are looking for non-upkeeps that target friendly models. Otherwise, you can use 'damaging' offensive spells, but usually only if they have really good side effects. Look in the Synergies section for which spells are worth considering. Note Korovnik counts as friendly faction, so can cast Faction spells. On the flipside, he is not a Faction mercenary due to the Mercenary Attachment rule, so cannot cast 'faction' spells on mercenaries. == Downsides == * Not worthwhile if you don't have a good spell to slave. == [[Winter Korps]] Synergy == Focusing on Spell slave users * On the rack, Return Fire is the only spell able to be cast by Korovnik (other than Razor Wind, which he already has). Alone, this is probably not going to be enough to take him * [[Sikora]] really likes him to cast Positive Charge * [[Baranova]] can take him for a Gallows - this is one of the rare offensive abilities worth it for a second cast. * [[Borisyuk]] can use him for Unnatural Darkness or Korovnik's own Blizzard - both of them can put a cloud on Ilari to enable his prowl. * [[Kovoskiy]] and [[Savaryn]] can take him for Icy Grip and Spirit Fang: direct nuke spells with secondary effects. However it probably isn't worth it most of the time. == [[Orgoth Sea Raiders]] Synergy == * [[Butcher5]] has the most use from him: Both Hunters Mark and Eruption can be cast by Spell Slave, and a free Hunters Mark is a great way to buff Butcher's charge. Focusing on other Spell slave users - there's not too much that Orgoth can use Korovnik for. * From the rack he can case Unnatural Darkness, Hex Blast or Soulfire. None of them overly compelling to bring. * [[Kishtaar]] can use him for Blizzard - to enable prowl. * [[Oriax]] can let him cast Icy Grip, probably not a great use for him. * [[Sabbreth]] lets Korovnik cast Perdition, but as Korovnik has no battlegroup it cannot let anything move. So Perdition less useful than razor wind. == Tricks == * Although he can't cast Avenging Force from [[Winter Korps]] rack, since he is battlegroup he can be affected by it. This might take an opponent by surprise, enabling him to charge with his dispel attack. {{Winter Korps Footer}} {{Orgoth Sea Raiders Footer}} 16005aeedce4c77df934485fb52382a61e51781f File:Sparkhammer.jpg 6 286 926 2024-07-28T09:26:47Z Gedditoffme 2 wikitext text/x-wiki Sparkhammer 35da4aee4baffc3b1b2f663c4c3e27dd748fb4f5 Mechanik Adept Sparkhammer 0 287 927 2024-07-28T09:34:56Z Gedditoffme 2 Created page with "<span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Warcaster]]'''</span> <!-- Flavour text from official selling points --> [[File:Sparkhammer.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" |..." wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Warcaster]]'''</span> <!-- Flavour text from official selling points --> [[File:Sparkhammer.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sparkhammer''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 17 |} ===Abilities:=== * '''Resistance: Electricity''' * '''Dual Attack''' * '''Arcane Machinery''' Once per turn at any time during its activation, this model can use one of the following effects. Arcane Machinery effects last for one round. ** '''Arcane Calibrations''' Reduce the COST of each spell this model casts this activation by 1 to a minimum of 1. ** '''Ionization [Ctrl]''' When a model without Resistance: Electricity suffers an electrical damage roll while within this model's control range of this model, add +2 to the roll. ** '''Vexing Alignment''' Increase this model's control range by 4". ===Weapons=== {{Ranged Weapon|Lightning Pulse |6|Ctrl|1|-|14|*'''Magical''' *'''Electrical''' *'''Stormcall''' attacks with this weapon ignore concealment, cover and Stealth. *'''Critical Knockdown''' On a critical hit, models hit become knocked down}} {{Melee Weapon|Maelstrom|7|2|14|* '''Magical''' *'''Beat Back''' *'''Lightning Generator''' When a model is directly hit with a basic attack made with this weapon, lightning arcs from the model hit to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 3" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage from the attack that caused the leap.}} === Feat: Cloud Burst === Sparkhammer gains the benefit of all his Arcane Machinery effects this activation. Additionally, while in Sparkhammer's control range, friendly models can reroll Stormcall attack and attack damage rolls. Each roll can be rerolled only once due to Cloud Burst. Cloud Burst lasts for one turn. === Spells === <!--Try to set templates for the spells, list them out--> {{Inhospitable Ground}} {{Jackhammer}} {{Mobility}} {{Sunhammer}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} ca897021dc98c9e89eb0f235e65b3249bef9eb04 932 927 2024-07-28T10:31:46Z Gedditoffme 2 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Warcaster]]'''</span> <!-- Flavour text from official selling points --> ''Mechanik Adept Figmund Sparkhammer leads the Storm Forge. clearing the battlefield ahead of the callers and vanes with his massive mechanika maul from which no foe can hide. '' [[File:Sparkhammer.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sparkhammer''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 17 |} ===Abilities:=== * '''Resistance: Electricity''' * '''Dual Attack''' * '''Arcane Machinery''' Once per turn at any time during its activation, this model can use one of the following effects. Arcane Machinery effects last for one round. ** '''Arcane Calibrations''' Reduce the COST of each spell this model casts this activation by 1 to a minimum of 1. ** '''Ionization [Ctrl]''' When a model without Resistance: Electricity suffers an electrical damage roll while within this model's control range of this model, add +2 to the roll. ** '''Vexing Alignment''' Increase this model's control range by 4". ===Weapons=== {{Ranged Weapon|Lightning Pulse |6|Ctrl|1|-|14|*'''Magical''' *'''Electrical''' *'''Stormcall''' attacks with this weapon ignore concealment, cover and Stealth. *'''Critical Knockdown''' On a critical hit, models hit become knocked down}} {{Melee Weapon|Maelstrom|7|2|14|* '''Magical''' *'''Beat Back''' *'''Lightning Generator''' When a model is directly hit with a basic attack made with this weapon, lightning arcs from the model hit to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 3" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage from the attack that caused the leap.}} === Feat: Cloud Burst === Sparkhammer gains the benefit of all his Arcane Machinery effects this activation. Additionally, while in Sparkhammer's control range, friendly models can reroll Stormcall attack and attack damage rolls. Each roll can be rerolled only once due to Cloud Burst. Cloud Burst lasts for one turn. === Spells === <!--Try to set templates for the spells, list them out--> {{Inhospitable Ground}} {{Jackhammer}} {{Mobility}} {{Sunhammer}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 7dd32bddf9b442fcf84ccecb2c251089e0279c31 933 932 2024-07-28T10:32:04Z Gedditoffme 2 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Warcaster]]'''</span> <!-- Flavour text from official selling points --><BR> ''Mechanik Adept Figmund Sparkhammer leads the Storm Forge. clearing the battlefield ahead of the callers and vanes with his massive mechanika maul from which no foe can hide. '' [[File:Sparkhammer.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sparkhammer''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 17 |} ===Abilities:=== * '''Resistance: Electricity''' * '''Dual Attack''' * '''Arcane Machinery''' Once per turn at any time during its activation, this model can use one of the following effects. Arcane Machinery effects last for one round. ** '''Arcane Calibrations''' Reduce the COST of each spell this model casts this activation by 1 to a minimum of 1. ** '''Ionization [Ctrl]''' When a model without Resistance: Electricity suffers an electrical damage roll while within this model's control range of this model, add +2 to the roll. ** '''Vexing Alignment''' Increase this model's control range by 4". ===Weapons=== {{Ranged Weapon|Lightning Pulse |6|Ctrl|1|-|14|*'''Magical''' *'''Electrical''' *'''Stormcall''' attacks with this weapon ignore concealment, cover and Stealth. *'''Critical Knockdown''' On a critical hit, models hit become knocked down}} {{Melee Weapon|Maelstrom|7|2|14|* '''Magical''' *'''Beat Back''' *'''Lightning Generator''' When a model is directly hit with a basic attack made with this weapon, lightning arcs from the model hit to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 3" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage from the attack that caused the leap.}} === Feat: Cloud Burst === Sparkhammer gains the benefit of all his Arcane Machinery effects this activation. Additionally, while in Sparkhammer's control range, friendly models can reroll Stormcall attack and attack damage rolls. Each roll can be rerolled only once due to Cloud Burst. Cloud Burst lasts for one turn. === Spells === <!--Try to set templates for the spells, list them out--> {{Inhospitable Ground}} {{Jackhammer}} {{Mobility}} {{Sunhammer}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 7abb4312744fea19c0f488008f606dae6aaaa601 Template:Mobility 10 288 928 2024-07-28T09:38:58Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Mobility</big> ''' ||3||6||Self||Ctrl|| Turn|| No |- |colspan=7 style="text-align: left;"|Models in the spellcaster's battlegroup currently in its control range gain +2 SPD and Pathfinder for one turn. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Mobility</big> ''' ||3||6||Self||Ctrl|| Turn|| No |- |colspan=7 style="text-align: left;"|Models in the spellcaster's battlegroup currently in its control range gain +2 SPD and Pathfinder for one turn. |} a032d58771c4172484e2fd5b266b3391f92c09d9 929 928 2024-07-28T09:39:50Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Mobility</big> ''' ||3||Self||Ctrl|| -||Turn|| No |- |colspan=7 style="text-align: left;"|Models in the spellcaster's battlegroup currently in its control range gain +2 SPD and Pathfinder for one turn. |} 17a484df2452d67164a1be22f25ef55e5637380f Template:Sunhammer 10 289 930 2024-07-28T10:17:26Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Sunhammer</big> ''' ||2||Self||Ctrl||-|| Up || No |- |colspan=7 style="text-align: left;"| Enemy warbeasts and warjacks that advance more than 1" and end their movement in the spellcaster's control range suf..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Sunhammer</big> ''' ||2||Self||Ctrl||-|| Up || No |- |colspan=7 style="text-align: left;"| Enemy warbeasts and warjacks that advance more than 1" and end their movement in the spellcaster's control range suffer d3 damage points. |} cd27336d78dabf986bf1fe411aae12d35d748010 Template:Inhospitable Ground 10 290 931 2024-07-28T10:18:15Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Inhospitable Ground</big> ''' ||2||Self||Ctrl||-|| Rnd || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, enemy models treat open terrain as rough terrain. Inhospitable G..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" |Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Inhospitable Ground</big> ''' ||2||Self||Ctrl||-|| Rnd || No |- |colspan=7 style="text-align: left;"| While in the spellcaster's control range, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts one round. |} 2e85c491df296963116ab2f355a3020841650c05 Khador Winter Korps 0 31 934 847 2024-08-02T04:47:11Z Gedditoffme 2 wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There aren't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Excellent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Kapitan Ekaterina Baranova, is a heavily magic focused Winter Korps Warcaster that can also be immensely flexible as a support warcaster. Baranova is able to leverage any spell off of the rack and comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance through her Warjacks which allows her to get a great amount of use out of the offensive spells Winter Korps has access to. Baranova has an incredible Feat, possibly one of the strongest denial feats currently in the game, comparable to Zerkova 1's feat from previous editions of the game. Baranova's Feat drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Baranovas feat is best used to hit the opponent, feat stopping the enemy from counter attacking, and then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation of Wrath amplifies the accuracy of the whole army. Her worst problem is she tends to want to do everything all at once, but never has enough Focus to do more then one or two things a turn because she is often times upkeeping 2 to 3 upkeeps spells too. However, the Power Swell command card gives her the extra Focus for the one Turn that might win you the game. If you want learn to play the resource management minigame of Warmachine Focus based armies, she is the Warcaster for you with both strong offensive and defensive options. === [[Kapitan Ilari Borisyuk]] === Kapitan Ilari Borisyuk is the Widowmaker Warcaster of the Winter Korps army. Sadly, that doesn't mean he brings something special to Winter Korps. What he does bring, is an extremely versatile gun, with very good ammo types to support his army, or contribute to the game himself. Ilari Borisyuk prefers to maximize shooting with his gun, over casting spells, so most of the time he will just upkeep one or two Spells, and then use the Rest of his Focus to Boost his shots and/or buy a second one. It is helpful to try to save at least one to two Focus on him to reduce damage during your opponents turn, because he tends to die really fast due to his very low ARM of 14 and only 16 damage boxes. He has Prowl at least, which saves him a little bit when he is able to get into concealment or cover. Before the Release of the Mastodon, he was probably Winter Korps best answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allows you to move attack with your whole Battlegroup once, before actually activating it, therefore allowing you to greatly increase the threat range of models in his battlegroup. However, there are many effects outside there preventing the trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the moment. It should be noted, that he can be the absolute King of small point games, due to the simple fact that his ammo types matter even more and he can often taken down a model or two per turn himself with less risk to himself in small point games. === [[Kapitan Yana Kovoskiy]] === Yana is one of Winter Korps melee warcaster. She rides to battle on a huge bear, she's got a mountain of initial attacks, and whether she's clearing units of infantry or tearing a heavy apart it's all playing into her strategy of triggering her Conferred Rage ability to buff her Warjacks even further. She also has 2, decent ranged attacks which have Arcing Fire and Critical Armor-Piercing, which can allow here to stand back and trigger Conferred Rage from distance if it is a bad idea to charge in and get personal with her opponents models. Yana lists can make decisions about whether they want to maximize Conferred Rage benefits by playing Warjack heavy, or playing infantry who benefit from her feat and her spell list. On a turn by turn basis, she decides whether she's supporting the army passively, or using her focus to get personally involved. Ultimately, Yana is a very rewarding caster with a flexible list build and playstyle, who gets an advantage in piece trading and the end-game because she's personally a monster combat model who can cast Battle Lust, her personal, non-Spell Rack, upkeep spells on herself, which gives her and extra die on melee damage rolls, but also gives her -2 DEF. === [[Kommander Tatiana Sikora]] === Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. Sikora is about marching a big blob of Man-o-war up the board, feating and daring your opponent to fight them. Unyielding and Iron Flesh boosts their already high resilience to insane levels. The feat also helps you hit which Suppressors appreciate, but otherwise she is mainly about melee where Positive Charge wades in. She is a stat blob looking for a punch-up in the middle of the table without thinking deep strategy. === [[Kommander Valerii Savaryn]] === Arguably, Kommander Valerii Savaryn is the best Warcaster Winter Korps has to offer, and maybe a contestant for the best Leader model in Warmachine right now. Savaryn, has a strong combination of Battle Plans, Spells, and a Feat that can pump models in Winter Korps armies up to 11. One of his battle plans, Kill Order effects all friendly warrior models, not just friend faction warriors models, which allows him to give a +2 Attack and Damage Buff to all friendly warriors models, including the various Mercenary option for Winter Korps. Savaryn, can also speed up one of his Warjacks to ludicrous levels of movement, due to the combined effects of the spells Escort and Superiority. His Feat allows his army to shoot everything, everywhere, all at once, without any Defense Tech, along with use his battle plans 3 times during is activation in any combination Savaryn wants. If you are just looking for a very strong Warcaster, with good abilities and a good Spell list, Savaryn is your Guy. === [[Kapitan Zahara Vilkul]] === (Placeholder) A personal assassination / super solo caster, whose hit & run playstyle charges a threat, kills it then cyclones away. Cyclone can also be used after charging to reach extreme melee threat ranges: 17" before other buffs, 20" with Avenging Force. Vilkul also protects her army with Field Marshal [Prowl] hiding her battlegroup. Her feat puts clouds that trigger prowl, debuff enemies and let you move through terrain or models. {{Winter Korps Footer}} b7f3bb36145f975ec5cee41baf824eb50575aad7 Template:Winter Korps Footer 10 5 935 54 2024-08-02T04:47:20Z Gedditoffme 2 wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Winter Korps]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Kapitan Ekaterina Baranova]] - [[Kapitan Ilari Borisyuk]] - [[Kapitan Yana Kovoskiy]] - [[Kommander Tatiana Sikora]] - [[Kommander Valerii Savaryn]] - [[Kapitan Zahara Vilkul]] |- | '''Warjacks''' || [[Dire Wolf]] - [[Great Bear]] - [[Mastodon]] - [[Medveditsa]] |- | '''Solos''' || [[AC-2 Bison]] - [[Battle Mechanik]] - [[Kontroller]] - [[Magziev Zariyah Volkova]] - [[Mortar Team]] - [[Sergeant Sergei Krol]] - [[Winter Korps Officer]] |- | '''Units''' || [[Arkanists]] - [[Man-o-War Suppressors]] - [[Man-O-War Wrecking Crew]] - [[Shock Trooper Gunners]] - [[Shock Trooper Pikemen]] - [[Winter Korps Infantry]] - [[Winter Korps Snipers]] |- | '''Mercenaries''' || [[Alexia, Queen of the Damned]] - [[Carver Ultimus]] - [[Koldun Lord Damien Korovnik]] - [[Krueger, Wrath of Blighterghast]] - [[Magnus the Unstoppable]] - [[Prisoner 102822]] - [[Sky Bomber]] - [[Sky Raider]] |- | '''Other''' || [[Winter Korps Rack]] |} dee533d547a1672fe0174d4cfe0a53657c1b2e14 File:Vilkul.webp 6 291 936 2024-08-02T04:49:56Z Gedditoffme 2 wikitext text/x-wiki Vilkul Gencon preview pic 8a25f36b780df72aab1809147fcdc2a228ab6b41 Kapitan Zahara Vilkul 0 292 937 2024-08-02T05:08:05Z Gedditoffme 2 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[SKS-6 Cadre]] [[Warcaster]]'''</span><BR> [[File:Vilkul.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! st..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[SKS-6 Cadre]] [[Warcaster]]'''</span><BR> [[File:Vilkul.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Vilkul1''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 7 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 17 |} ===Abilities:=== * '''Dual Attack''' * '''Unstoppable''' * '''Tough''' * '''Resistance: Fire''' & '''Resistance: Corrosion''' * '''Pathfinder''' * '''Alchemical Mask''' This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects. * '''Field Marshal [Prowl]''' - Cohort models in this model's battlegroup gain Prowl. * '''Prowl''' - While this model has concealment, it gains Stealth. * '''Rise''' - If this model is knocked down at the beginning of your Maintenance Phase, it stands up. * '''Take Down''' - Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play ===Weapons=== {{Ranged Weapon|Thrown Axe |7|8|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: ** '''Eruption of Ash''' - On a direct hit, when a model is boxed by an attack made with this weapon, center a 3" cloud template on the boxed model and then remove that model from play. The template is a hazard that remains in play for one round. Enemy models entering or ending their activations in the template suffer a POW 12 fire damage roll. **'''Ward Breaker''' - When resolving this attack, this weapon gains Blessed.}} {{Melee Weapon|Mechanika Axe|7|1|13|* '''Magical''' * '''Weapon Master''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: ** '''Eruption of Ash''' - On a direct hit, when a model is boxed by an attack made with this weapon, center a 3" cloud template on the boxed model and then remove that model from play. The template is a hazard that remains in play for one round. Enemy models entering or ending their activations in the template suffer a POW 12 fire damage roll. **'''Ward Breaker''' - When resolving this attack, this weapon gains Blessed.}} {{Melee Weapon|Combat Knife|7|1|10|* '''Magical''' * '''Weapon Master'''}} === Feat: Pall of Ashes === Place d3+3 cloud effect template anywhere completely within Vilkul's control range. While in the templates, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them. While in a template, living models suffer -2 DEF, -2 to attack rolls, and lose Tough unless they can ignore gas effects. Pall of Ashes lasts for one round. === Spells === {{Cold Front}} {{Cyclone}} Players may choose 3 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> 3 choices gives Vilkul a lot of flexibility in the Rack. The first big choice is between Avenging Force and Fog of War, as both are self upkeeps and only one can be used at a time. * Avenging Force increases Vilkul's personal threat, another 3" pushes her into absurd threat territory * Fog of War protects her battlegroup, easily triggering prowl to give them stealth. Stealthed Khador heavies are a force to be reckoned with, reducing even more the things that can hurt them. * Tempest can be a good assassination option to keep in the back pocket - given her extreme threat ranges you can reach out even further with a spell, or use the knockdown to setup her own attacks. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose hit & run playstyle charges a threat, kills it then cyclones away. Cyclone can also be used after charging to reach extreme melee threat ranges: 17" before other buffs, 20" with Avenging Force. Vilkul also protects her army with Field Marshal [Prowl] hiding her battlegroup. Her feat puts clouds that trigger prowl, debuff enemies and let you move through terrain or models. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == {{Winter Korps Footer}} 4dd8a9b157b2a3d59c32180eba63bcd0267d2efc 938 937 2024-08-02T05:12:32Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[SKS-6 Cadre]] [[Warcaster]]'''</span><BR> [[File:Vilkul.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Vilkul1''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 7 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 17 |} ===Abilities:=== * '''Dual Attack''' * '''Unstoppable''' * '''Tough''' * '''Resistance: Fire''' & '''Resistance: Corrosion''' * '''Pathfinder''' * '''Alchemical Mask''' This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects. * '''Field Marshal [Prowl]''' - Cohort models in this model's battlegroup gain Prowl. * '''Prowl''' - While this model has concealment, it gains Stealth. * '''Rise''' - If this model is knocked down at the beginning of your Maintenance Phase, it stands up. * '''Take Down''' - Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play ===Weapons=== {{Ranged Weapon|Thrown Axe |7|8|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: ** '''Eruption of Ash''' - On a direct hit, when a model is boxed by an attack made with this weapon, center a 3" cloud template on the boxed model and then remove that model from play. The template is a hazard that remains in play for one round. Enemy models entering or ending their activations in the template suffer a POW 12 fire damage roll. **'''Ward Breaker''' - When resolving this attack, this weapon gains Blessed.}} {{Melee Weapon|Mechanika Axe|7|1|13|* '''Magical''' * '''Weapon Master''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: ** '''Eruption of Ash''' - On a direct hit, when a model is boxed by an attack made with this weapon, center a 3" cloud template on the boxed model and then remove that model from play. The template is a hazard that remains in play for one round. Enemy models entering or ending their activations in the template suffer a POW 12 fire damage roll. **'''Ward Breaker''' - When resolving this attack, this weapon gains Blessed.}} {{Melee Weapon|Combat Knife|7|1|10|* '''Magical''' * '''Weapon Master'''}} === Feat: Pall of Ashes === Place d3+3 cloud effect template anywhere completely within Vilkul's control range. While in the templates, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them. While in a template, living models suffer -2 DEF, -2 to attack rolls, and lose Tough unless they can ignore gas effects. Pall of Ashes lasts for one round. === Spells === {{Cold Front}} {{Cyclone}} Players may choose 3 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> 3 choices gives Vilkul a lot of flexibility in the Rack. The first big choice is between Avenging Force and Fog of War, as both are self upkeeps and only one can be used at a time. * Avenging Force increases Vilkul's personal threat, another 3" pushes her into absurd threat territory * Fog of War protects her battlegroup, easily triggering prowl to give them stealth. Stealthed Khador heavies are a force to be reckoned with, reducing even more the things that can hurt them. * Tempest can be a good assassination option to keep in the back pocket - given her extreme threat ranges you can reach out even further with a spell, or use the knockdown to setup her own attacks. * Weald Secrets can spread the prowl love to infantry if you are going fog of war anyway, or using the many clouds. * Puissance boosts her personal threat even more, if you really need to smash a heavy a turn. * Superiority is just always an option. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose hit & run playstyle charges a threat, kills it then cyclones away. Cyclone can also be used after charging to reach extreme melee threat ranges: 17" before other buffs, 20" with Avenging Force. Vilkul also protects her army with Field Marshal [Prowl] hiding her battlegroup. * Her feat puts clouds that trigger prowl, debuff enemies and let you move through terrain or models. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == {{Winter Korps Footer}} 50c6e340d24b5dadc17532feb5e9c950079d058d Cygnar Storm Legion 0 42 939 537 2024-08-02T05:16:33Z Gedditoffme 2 wikitext text/x-wiki [[File:Cygnar_Banner.webp|right|text-top|400px]] == Why Play Storm Legion == [[File:Storm Legion Starter Banner.webp|thumb]] Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. With prominent combinations of electrical themes and an abundance of ranged attack options, the Cygnar Storm Legion primarily make use of buffs to enhance armor and range and exploit attack lanes. == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === Clad in a galvanically charged suit of advanced ironhead armor, Captain Raef Huxely dominates any terrain he chooses to tread, whether striding across the earth or taking to the heavens above. With two potent configurations to choose from, Sky Stormer or Ground Assault, Huxley is prepared to meet any opposition thrown his way. === [[Major Allister Caine]] === === [[Major Anson Wolfe]] === === [[Mechanik Adept Sparkhammer]] === == Warjacks == '''Light Chassis (40mm)''' *[[Courser]] '''Heavy Chassis (50mm)''' *[[Stryker]] *[[The General]] ==Solos== *[[Legionnaire Officer]] *[[Lieutenant Sara Brisbane]] *[[Sharpshooter]] *[[Specialist Tyson Vas]] *[[Weather Station]] *[[Zephyr]] ==Units== *[[Arcane Mechaniks]] *[[Storm Callers]] *[[Storm Lance Legionnaires]] *[[Storm Vanes]] *[[Stormblade Legionnaires]] *[[Stormguard Legionnaires]] *[[Stormthrower Legionnaires]] *[[Tempest Assailers]] *[[Tempest Thunderers]] ==Command Attachments== *[[Legionnaire Standard Bearer]] =Mercenaries= ==Mercenary Solos== *[[Alexia, Queen of the Damned]] *[[Carver Ultimus]] *[[Eilish Garrity, the Dark Traitor]] *[[Eiryss, Shadow of the Retribution]] *[[Krueger, Wrath of Blighterghast]] *[[Magnus the Unstoppable]] ==Mercenary Battle Engines== *[[Sky Bomber]] *[[Sky Raider]] {{Storm Legion Footer}} c9a58fb90f3f2ca847a2f2544c45522d4a11b359 Template:Storm Legion Footer 10 48 940 108 2024-08-02T05:16:50Z Gedditoffme 2 wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Cygnar Storm Legion]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Captain Athena di Baro]] - [[Captain Madison Calder]] - [[Captain Raef Huxley]] - [[Major Allister Caine]] - [[Major Anson Wolfe]] - [[Mechanik Adept Sparkhammer]] |- | '''Warjacks''' || [[Courser]] - [[Stryker]] - [[The General]] |- | '''Solos''' || [[Legionnaire Officer]] - [[Lieutenant Sara Brisbane]] - [[Sharpshooter]] - [[Specialist Tyson Vas]] - [[Weather Station]] - [[Zephyr]] |- | '''Units''' || [[Arcane Mechaniks]] - [[Storm Callers]] - [[Storm Lance Legionnaires]] - [[Storm Vanes]] - [[Stormblade Legionnaires]] - [[Stormguard Legionnaires]] - [[Stormthrower Legionnaires]] - [[Tempest Assailers]] - [[Tempest Thunderers]] - [[Legionnaire Standard Bearer]] |- | '''Mercenaries''' || [[Alexia, Queen of the Damned]] - [[Carver Ultimus]] - [[Eilish Garrity, the Dark Traitor]] - [[Eiryss, Shadow of Retribution]] - [[Krueger, Wrath of Blighterghast]] - [[Magnus the Unstoppable]] - [[Sky Bomber]] - [[Sky Raider]] |- | '''Other''' || [[Cygnar Storm Legion Rack]] |} 4cee3b0a4ee806952e6eb4e83e3ee77cfb9e7c79 File:Caine4 Gencon release.webp 6 293 941 2024-08-02T05:18:13Z Gedditoffme 2 wikitext text/x-wiki Caine4 Gencon release 283a231389fdf10c0ab55ff1a867303ed58c90a0 Major Allister Caine 0 294 942 2024-08-02T05:24:25Z Gedditoffme 2 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == {{Storm Legion Footer}} a2a9c6b5a9632fb5f898d9f7d692a700e9b9cf52 943 942 2024-08-02T05:26:01Z Gedditoffme 2 /* Recommended Rack choices */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == {{Storm Legion Footer}} d9a4f4ff550100f8b496af27373b4bf2a0933d6e Template:Heightened Reflexes 10 295 944 2024-08-02T05:27:24Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Heightened Reflexes</big> ''' || 1 || 8|| - || - || Rnd|| No |- |colspan=7 style="text-align: left;"| Target friendly model can not be knocked down or made stationary for one round. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Heightened Reflexes</big> ''' || 1 || 8|| - || - || Rnd|| No |- |colspan=7 style="text-align: left;"| Target friendly model can not be knocked down or made stationary for one round. |} 9813113ad928b0934099c600f0cb3859b22a2dbf Template:Teleport 10 296 945 2024-08-02T05:28:08Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Teleport </big> ''' || 2 || Self || - || - || - || No |- |colspan=7 style="text-align: left;"| Place the spellcaster anywhere completely within 6"of its current location, then its activation ends. |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Teleport </big> ''' || 2 || Self || - || - || - || No |- |colspan=7 style="text-align: left;"| Place the spellcaster anywhere completely within 6"of its current location, then its activation ends. |} 65fa034f3d371fe8278333c06d783859de4b8d60 Template:Cold Front 10 297 946 2024-08-02T05:29:29Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Cold Front</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Chiller for one turn. (While within 2"of a model with Chiller, enemy models without Re..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Cold Front</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Chiller for one turn. (While within 2"of a model with Chiller, enemy models without Resistance: Cold suffer -2 DEF) |} c08116e6ac986be23955fbd1f300704229819ab9 947 946 2024-08-02T05:29:51Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Cold Front</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Chiller for one turn. (While within 2" of a model with Chiller, enemy models without Resistance: Cold suffer -2 DEF) |} 8f23292a06843aefd732e14473b03c1724c710eb Template:Cyclone 10 298 948 2024-08-02T05:30:15Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Cyclone </big> ''' || 1 || 6|| - || - || Rnd|| No |- |colspan=7 style="text-align: left;"| The spellcaster immediately makes a full advance. At the end of this movement, the spellcaster can make one basic me..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Cyclone </big> ''' || 1 || 6|| - || - || Rnd|| No |- |colspan=7 style="text-align: left;"| The spellcaster immediately makes a full advance. At the end of this movement, the spellcaster can make one basic melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per activation. |} ce16872d3146ea533d0fdad5a3b6583e0b27817b 949 948 2024-08-02T05:30:50Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Cyclone </big> ''' || 2 || Self || - || - || - || No |- |colspan=7 style="text-align: left;"| The spellcaster immediately makes a full advance. At the end of this movement, the spellcaster can make one basic melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per activation. |} 32e88b1c4f91cb960e1a8b6141b992006f677087 Returning Players Guide 0 299 950 2024-08-02T05:53:33Z Gedditoffme 2 Created page with "So, you wanna get back into Warmachine. But Warmachine has changed! Maybe the changes are why you’re coming back, or maybe you didn’t know about Mk4 until you got here. Either way there’s a bunch of new terminology and rules getting thrown around and you’re not sure where to start. The good news is that you’re in the right place, so lets get in to it. ==What the heck is Mark 4?== First I want to talk about some of the big changes that you’re going to want t..." wikitext text/x-wiki So, you wanna get back into Warmachine. But Warmachine has changed! Maybe the changes are why you’re coming back, or maybe you didn’t know about Mk4 until you got here. Either way there’s a bunch of new terminology and rules getting thrown around and you’re not sure where to start. The good news is that you’re in the right place, so lets get in to it. ==What the heck is Mark 4?== First I want to talk about some of the big changes that you’re going to want to wrap your head around. This is meant to be more of a summary than a detailed explainer, so I’ll link to some sources for more detail if you want them. A lot of this info comes from the Mk4 announcement blog on PP’s home page but I’ve tried to summarize the best I can. That blog post can be found here 63 . ==Models== I wanna rip this bandaid off first because it informs a lot of what follows: All models released for Mk1 - Mk3 are going out of print. There’s a few reasons for this and you can find more detail in the blog post linked above, but the short version is that it’s no longer economically possible for PP to continue producing the entire existing model range. As such everything released before August 2022 is no longer going to be produced once the current material stocks run out, so if there’s a model you’ve always wanted but never pulled the trigger on now might be your last chance. That doesn’t mean you can’t keep using your models though. Legacy models, as they’re called, will still have rules for the duration of Mk4. About half will be part of the Prime gameplay format which is where PP will be focusing most of their energy on balance patches, while the rest will be playable in Unlimited which is effectively Prime + everything else and balance isn’t guaranteed. The model line is simply too large for PP to devote time to continuous balance testing for the whole thing while still producing new models. More detail about the terminology can be found here 26. ==The Rules (aka “where are my cards?”)== Mark 4 is an all-digital ruleset. That means the core rules, the model rules, the scenarios, even the lore are all consolidated into the new Warmachine App (Links to the app download can be found at the bottom of this page 8). If you played in the later half of Mk2 or during Mk3 you’ll probably be familiar with the War Room or War Room 2 apps; the Warmachine App is the next evolution of a lot of the ideas that WR and WR2 were first starting. Models no longer get physical cards either in the box or as an online database; the App is the sole source of truth for model rules. All rules are free, including model rules, however there is an optional $5/month subscription that gets you more list storage as well as weekly lore and scenario updates. ==What didn’t change== Here’s a quick list of concepts that didn’t change from Mk3. Its not exhaustive but I will add to it as needed. * The dice system (how hits and damage are calculated, boosting, etc) * Focus and Fury (Essence has some minor changes) * Damage grids and spirals * Most movement (see below) * Premeasuring is still allowed * Attacking with either all your melee weapons or all your ranged weapons * Aiming * Engagement ==What happened to Hordes?== To reduce confusion in new players and streamline the marketing, Hordes as a brand has been rolled into Warmachine. All Legacy Hordes models still exist, they are simply no longer called Hordes. ==Big Rule Changes== There’s a few really big rules changes that I think are worth touching on, but please keep in mind that there are a lot of more nuanced changes that I’m not going in to here in order to keep this topic a reasonable length. ==List Building (Factions and Armies oh my)== Factions are more or less dead as a rules concept. Models will still be part of a Faction like Cygnar or Khador or Orgoth, but outside of Unlimited Arena the concept of a Faction is more of a lore concern than a rules concern. Lists in Prime Arena (or lists with Mk4 models in general) are made using a single Army within that Faction. Models in an Army are not compatible with models in another Army under the same Faction; you cannot use a Storm Legion warjack with Haley2 for example, or take Storm Legion infantry with Stryker 3. This is covered in the terminology 26 topic as well. Basically think of it this way. If you played Mk2 or Mk3 you’re familiar with the concept of Theme Forces in some form or another. An Army is basically a Theme Force with 3-6 warcasters/warlocks and a fixed selection of other models (and for those of you who skipped Mk3, Armies don’t have tiers like Mk2 Themes). When you go to a Steamroller event your list pairing needs to be from the same Army, not the same Faction. ==Magic Stats== FOCUS, FURY, and ESSENCE are gone as model stats, as is Magic Ability. Their functions have been split between three different stats on the relevant models: ARC is how much resource (Focus, Fury, or Essence) the model can have on it. AAT is Arcane ATtack and is used in place of MAT or RAT when making attacks with spells CTRL is the model’s control range as measured from the edge of their base The terminology for Magic Attacks has been replaced with Arcane Attacks. Magical is now only a damage type (which all Arcane Attacks have). Facing Facing is gone. All models can see and make attacks in a 360 degree circle from their base. ==Melee Ranges== The shortest melee range is now 1" ==Free Strikes== Free Strikes are gone. A model that begins its Normal Movement engaged with an enemy model loses its attack if it moves out of melee range, but otherwise there are no restrictions on moving past enemy models. ==Combat Actions and Engagement== A few core rules and Advantages around combat actions, specifically Ranged and Magic attacks, have changed in ways that can be a bit confusing for returning players at first glance. When a model begins their Combat Action they still choose to either make Melee or Ranged attacks. However unlike previous editions all models can make ranged attacks targeting models they are engaged in melee with, but suffer a -4 penalty to hit. Models making Arcane attacks against models they are engaged in melee with also suffer this penalty. Engaged models cannot make Ranged Attacks targeting models they are not Engaged with. Dual Attack now allows a model to make attacks with both Ranged and Melee weapons during their Combat Action. This does not allow them to ignore the -4 attack roll penalty noted above. Gunfighter now allows an Engaged model to make Ranged Attacks against targets they are not in melee with. This does not allow you to ignore the -4 attack roll penalty noted above, nor does it allow you to make initial attacks with both Ranged and Melee weapons unless you also have Dual Attack. Pistol is a new weapon quality that allows an Engaged model to ignore the -4 attack roll penalty when making Ranged Attacks targeting models they are Engaged with. This does not allow you to make Ranged and Melee attacks in the same activation unless you also have Dual Attack. This does not allow you to make Ranged Attacks targeting models you are not Engaged with if you are Engaged unless you also have Gunfighter. Most Warjacks and Warbeasts have Dual Attack and may have some weapons with the Pistol advantage. ==AOEs & Sprays== AOE and Spray templates are gone. AOE weapons now have an AOE value and 2 damage values separated by a forward slash. On a direct hit with an AOE weapon the model hit takes a damage roll equal to the first damage value, than the closest X models within X inches of that model (where X is the weapon’s AOE value) take a damage roll equal to the second damage value. If the attack misses the target model takes a damage roll equal to the second value, but no other models take damage. Sprays are now simply a straight line drawn from the center of the attackers base to the center of the targets base and attacks are made against any models the line touches. Sprays can now have their RNG modified by abilities and spells. ==Command Cards== As part of list building you now select 5 Command Cards*. These are single-use abilities that can be played during your turn*. Some cost points, others are free. *Grymkin picks 7 and their generic Arcana Cards are available to them as a replacement to the Arcana system from Mk3. Trump Arcana no longer exist; certain generic Arcana have special effects depending on the Warlock in play. Old Witch 3 no longer has a feat and now uses this system as well. ==Mercenaries== Mercenaries as models that work for other factions are largely gone from Legacy. Any “Mercenary” models that are allowed in a Legacy Army are simply tagged as members of that Army and are part of normal listbuilding. Mk4 Mercenaries are so far limited to solos and the Mercenary rule denotes what Armies they can be included in rather than which Factions. Mercenaries as a playable faction on it’s own likely won’t exist in Mk4 Armies, as they will simply be covered by a different name. For example a successor to the Llaelese Resistance Contract or Theme Force from Mk2 or Mk3 would simply be an Army the same as any other and any Mercenary models that work for it would have it added to their list of Armies. ==Minions== Legacy Minions have been rolled into the Mercenary Faction. ==Units== Units received the most changes of any model type. ==Model Count== The model count of all units was effectively cut in half. Min and max units are gone; units have a fixed number of models before accounting for attachments. Units that would previously have been 10 models are now generally 5, units of 5 or 6 are now 3. ==Attachments== Command attachments are largely unchanged from Mk3. Weapon attachments now replace a Grunt model rather than add a model to the unit. Some Legacy Weapon Attachments have been converted into their own units in Mk4, such as the Crucible Guard Rocketmen Gunners. ==Movement and Leadership== Units no longer have Leaders, only Grunts and Attachments. As such, unit coherence no longer exists. Instead, when a Unit moves as part of a Normal Movement rather than move each model individually you select any member of the unit, move them as normal, then place every other member within 2” of the moving model. This is the only restriction on how close unit members need to be to each other; non-normal moves like Reposition or Overtake and place effects are taken as individual models and have no restrictions on how close the members need to be at the end. This makes units extremely mobile compared to independent models, which is their intended role in Mk4. ==Rough Terrain== Rough terrain is significantly simpler; if a model would touch Rough Terrain during their movement, reduce their total distance moved by 2”. ==Running== Running is no longer double a models SPD, it is always SPD+5”. This eliminates the need to differentiate between effects that increase SPD and effects that add inches of movement. ==Mk4 Models== Any model released for Mk4 is referred to as a Mk4 model instead of a Legacy model. There are a few big changes to how some key Mk4 models work that are not retroactive to Legacy models. ==Brief terminology== Leader: Umbrella term for Warcasters, Warlocks, and Infernal Masters<BR> Cohort: Umbrella term for Warjacks, Warbeasts, Monstrosities and Horrors ==Leaders== Each Mk4 Army has 3 Leader models on launch. The first wave of Armies (Storm Legion, Sea Raiders, Winter Korp, House Kallyss, and Brineblood Marauders) also have a 4th “Apotheosis” Leader as a homage to the Mk1 Apotheosis expansion. For the most part these are the same as Legacy leader models, with the exception of their spell list. Instead of having 4-8 specific spells, all Leaders now have 2-3 spells that are part of their card and a Rack value (at time of writing these are all 2 or 3). Each Mk4 Army has a Spell Rack, a selection of spells that any Leader in the army can choose to take during list building. This allows you to tailor some portion of your spell list to your particular playstyle and is provides flexibility to the 3- or 4-Leader system. Once the game starts the Rack spells are treated the same as the Leader’s built-in spells. ==Warjacks and Warbeasts== While nothing has changed about Legacy warjacks and warbeasts, in new Armies released for Mk4 you now get at least 2 chassis options (usually a light and a heavy) and each has a selection of heads, arms, and other Hardpoints that you choose during listbuilding to change it’s capabilities. For Warbeasts this includes selecting it’s Animus. To facilitate this all modular Cohort models now come with pre-made magnet holes and are sold with the correct magnets to mount all of their Hardpoint options. Not all Mk4 Cohort models are modular. At time of writing (Jan 23, 2024) these include the character Super Heavy cohort models that come with Magnus 4 and Carver 2 and the Wyvern Super Heavy Warbeast in Shadowflame Shard. Some Cadre boxes also include a Cohort model which are not modular. == SKUS and releases== Mk4 Armies are intended to be limited releases. This is intended to both make balance easier and make the product lines easier for stores to stock. At time of writing the plan for Mk4 Armies is to have 3 Leaders, 2 Cohorts, 1 Extra-Large solo (80mm base), 1 character Cohort model (sold as parts to attach to a generic Cohort chassi), 5-6 Units, and a selection of Solos and Attachments. Once these models are released there are currently no public plans to continue expanding these Armies; they are self-contained collections that will continue to be sold and receive balance updates but not new models. Each army will receive the following: * A Command Starter: Which contains a Leader, a Character Cohort, a Character Solo, and a Character Unit. (It is not clear if current armies will get one, or when, but moving forward it seems each new army will). These are designed to be able to play 30 point games immediately. Price: $79.99 USD * A Battlegroup Box: Which includes a Leader and a set of Cohort models (usually one heavy and one light, but sometimes two heavies. The upcoming Cryx will be one heavy and two lights). These are designed to combine with a Command Starter to allow 50 point games. Price: $69.99 USD * A Core Expansion: Which includes another Leader, a Character Cohort with the alternate body/chassis, and a “selection of solos, units, and attachments.” On average, it seems to contain 3-4 units, 1-2 command attachments, and 1-2 solos. These are designed to combine with a Command Starter and Battlegroup Box to allow for 75 point games with some options, and bring a player close to 100 points. Price: $159.99 USD * An Auxiliary Expansion: Which includes a third Leader and a “selection of solos, units, and attachments.” On average, it seems to contain 2-4 units and 2-3 solos, but it varies. These are designed to allow for 100 point games, or a lot of options at 75 points. Price: $149.99 USD The concept is for new players to start with a Command Starter, and then buy each other box in sequence to allow them to play larger games. Non-Character units, solos, etc. will be available from the Steamforged Games webstore (and possible for order through distributors, though this isn’t certain), but Character Leaders and Character Cohort kits are only available through the webstore until July 24th. After that, they will be limited to their respective expansion boxes. Although they will not be available through the official store, there will likely be a lot available on the secondary market, as people buy expansions to save money and get duplicate Leaders they don’t need. == Cadre == Cadres are an exception to the rule that models only work for one Army in a Faction. Each Faction that has one or more Mk 4 Armies will eventually have at least one Cadre. Cadres are sold as a single box much like Expansion boxes; each box contains 1 Leader and (with the exception of the Storm Forge and Annihilator Cadres) 1 Cohort model with a fixed loadout, plus a variety of units and solos. These models are playable in both Armies in a Faction and count as Faction models while doing so. So for example the Cadre Leader for Dusk is Morayne, The Blade of Twilight. If you are building a House Kallyss list you can take Morayne as your warcaster the same as any of the House Kallyss warcasters, but once the second Dusk Army is available you will also be able to play Morayne in that Army. The same goes for any other models in the Cadre. For Legacy Armies there is no named Cadre that is usable in both Prime Armies but each Faction has several models that are available in multiple Prime Armies, which accomplishes the same goal. a6f55aca4b9be73e0df89a3a4a0d32e6996ded0a Returning Players Guide 0 299 951 950 2024-08-02T05:54:04Z Gedditoffme 2 /* Command Cards */ wikitext text/x-wiki So, you wanna get back into Warmachine. But Warmachine has changed! Maybe the changes are why you’re coming back, or maybe you didn’t know about Mk4 until you got here. Either way there’s a bunch of new terminology and rules getting thrown around and you’re not sure where to start. The good news is that you’re in the right place, so lets get in to it. ==What the heck is Mark 4?== First I want to talk about some of the big changes that you’re going to want to wrap your head around. This is meant to be more of a summary than a detailed explainer, so I’ll link to some sources for more detail if you want them. A lot of this info comes from the Mk4 announcement blog on PP’s home page but I’ve tried to summarize the best I can. That blog post can be found here 63 . ==Models== I wanna rip this bandaid off first because it informs a lot of what follows: All models released for Mk1 - Mk3 are going out of print. There’s a few reasons for this and you can find more detail in the blog post linked above, but the short version is that it’s no longer economically possible for PP to continue producing the entire existing model range. As such everything released before August 2022 is no longer going to be produced once the current material stocks run out, so if there’s a model you’ve always wanted but never pulled the trigger on now might be your last chance. That doesn’t mean you can’t keep using your models though. Legacy models, as they’re called, will still have rules for the duration of Mk4. About half will be part of the Prime gameplay format which is where PP will be focusing most of their energy on balance patches, while the rest will be playable in Unlimited which is effectively Prime + everything else and balance isn’t guaranteed. The model line is simply too large for PP to devote time to continuous balance testing for the whole thing while still producing new models. More detail about the terminology can be found here 26. ==The Rules (aka “where are my cards?”)== Mark 4 is an all-digital ruleset. That means the core rules, the model rules, the scenarios, even the lore are all consolidated into the new Warmachine App (Links to the app download can be found at the bottom of this page 8). If you played in the later half of Mk2 or during Mk3 you’ll probably be familiar with the War Room or War Room 2 apps; the Warmachine App is the next evolution of a lot of the ideas that WR and WR2 were first starting. Models no longer get physical cards either in the box or as an online database; the App is the sole source of truth for model rules. All rules are free, including model rules, however there is an optional $5/month subscription that gets you more list storage as well as weekly lore and scenario updates. ==What didn’t change== Here’s a quick list of concepts that didn’t change from Mk3. Its not exhaustive but I will add to it as needed. * The dice system (how hits and damage are calculated, boosting, etc) * Focus and Fury (Essence has some minor changes) * Damage grids and spirals * Most movement (see below) * Premeasuring is still allowed * Attacking with either all your melee weapons or all your ranged weapons * Aiming * Engagement ==What happened to Hordes?== To reduce confusion in new players and streamline the marketing, Hordes as a brand has been rolled into Warmachine. All Legacy Hordes models still exist, they are simply no longer called Hordes. ==Big Rule Changes== There’s a few really big rules changes that I think are worth touching on, but please keep in mind that there are a lot of more nuanced changes that I’m not going in to here in order to keep this topic a reasonable length. ==List Building (Factions and Armies oh my)== Factions are more or less dead as a rules concept. Models will still be part of a Faction like Cygnar or Khador or Orgoth, but outside of Unlimited Arena the concept of a Faction is more of a lore concern than a rules concern. Lists in Prime Arena (or lists with Mk4 models in general) are made using a single Army within that Faction. Models in an Army are not compatible with models in another Army under the same Faction; you cannot use a Storm Legion warjack with Haley2 for example, or take Storm Legion infantry with Stryker 3. This is covered in the terminology 26 topic as well. Basically think of it this way. If you played Mk2 or Mk3 you’re familiar with the concept of Theme Forces in some form or another. An Army is basically a Theme Force with 3-6 warcasters/warlocks and a fixed selection of other models (and for those of you who skipped Mk3, Armies don’t have tiers like Mk2 Themes). When you go to a Steamroller event your list pairing needs to be from the same Army, not the same Faction. ==Magic Stats== FOCUS, FURY, and ESSENCE are gone as model stats, as is Magic Ability. Their functions have been split between three different stats on the relevant models: ARC is how much resource (Focus, Fury, or Essence) the model can have on it. AAT is Arcane ATtack and is used in place of MAT or RAT when making attacks with spells CTRL is the model’s control range as measured from the edge of their base The terminology for Magic Attacks has been replaced with Arcane Attacks. Magical is now only a damage type (which all Arcane Attacks have). Facing Facing is gone. All models can see and make attacks in a 360 degree circle from their base. ==Melee Ranges== The shortest melee range is now 1" ==Free Strikes== Free Strikes are gone. A model that begins its Normal Movement engaged with an enemy model loses its attack if it moves out of melee range, but otherwise there are no restrictions on moving past enemy models. ==Combat Actions and Engagement== A few core rules and Advantages around combat actions, specifically Ranged and Magic attacks, have changed in ways that can be a bit confusing for returning players at first glance. When a model begins their Combat Action they still choose to either make Melee or Ranged attacks. However unlike previous editions all models can make ranged attacks targeting models they are engaged in melee with, but suffer a -4 penalty to hit. Models making Arcane attacks against models they are engaged in melee with also suffer this penalty. Engaged models cannot make Ranged Attacks targeting models they are not Engaged with. Dual Attack now allows a model to make attacks with both Ranged and Melee weapons during their Combat Action. This does not allow them to ignore the -4 attack roll penalty noted above. Gunfighter now allows an Engaged model to make Ranged Attacks against targets they are not in melee with. This does not allow you to ignore the -4 attack roll penalty noted above, nor does it allow you to make initial attacks with both Ranged and Melee weapons unless you also have Dual Attack. Pistol is a new weapon quality that allows an Engaged model to ignore the -4 attack roll penalty when making Ranged Attacks targeting models they are Engaged with. This does not allow you to make Ranged and Melee attacks in the same activation unless you also have Dual Attack. This does not allow you to make Ranged Attacks targeting models you are not Engaged with if you are Engaged unless you also have Gunfighter. Most Warjacks and Warbeasts have Dual Attack and may have some weapons with the Pistol advantage. ==AOEs & Sprays== AOE and Spray templates are gone. AOE weapons now have an AOE value and 2 damage values separated by a forward slash. On a direct hit with an AOE weapon the model hit takes a damage roll equal to the first damage value, than the closest X models within X inches of that model (where X is the weapon’s AOE value) take a damage roll equal to the second damage value. If the attack misses the target model takes a damage roll equal to the second value, but no other models take damage. Sprays are now simply a straight line drawn from the center of the attackers base to the center of the targets base and attacks are made against any models the line touches. Sprays can now have their RNG modified by abilities and spells. ==Command Cards== As part of list building you now select 5 Command Cards. These are single-use abilities that can be played during your turn*. Some cost points, others are free. Grymkin picks 7 and their generic Arcana Cards are available to them as a replacement to the Arcana system from Mk3. Trump Arcana no longer exist; certain generic Arcana have special effects depending on the Warlock in play. Old Witch 3 no longer has a feat and now uses this system as well. ==Mercenaries== Mercenaries as models that work for other factions are largely gone from Legacy. Any “Mercenary” models that are allowed in a Legacy Army are simply tagged as members of that Army and are part of normal listbuilding. Mk4 Mercenaries are so far limited to solos and the Mercenary rule denotes what Armies they can be included in rather than which Factions. Mercenaries as a playable faction on it’s own likely won’t exist in Mk4 Armies, as they will simply be covered by a different name. For example a successor to the Llaelese Resistance Contract or Theme Force from Mk2 or Mk3 would simply be an Army the same as any other and any Mercenary models that work for it would have it added to their list of Armies. ==Minions== Legacy Minions have been rolled into the Mercenary Faction. ==Units== Units received the most changes of any model type. ==Model Count== The model count of all units was effectively cut in half. Min and max units are gone; units have a fixed number of models before accounting for attachments. Units that would previously have been 10 models are now generally 5, units of 5 or 6 are now 3. ==Attachments== Command attachments are largely unchanged from Mk3. Weapon attachments now replace a Grunt model rather than add a model to the unit. Some Legacy Weapon Attachments have been converted into their own units in Mk4, such as the Crucible Guard Rocketmen Gunners. ==Movement and Leadership== Units no longer have Leaders, only Grunts and Attachments. As such, unit coherence no longer exists. Instead, when a Unit moves as part of a Normal Movement rather than move each model individually you select any member of the unit, move them as normal, then place every other member within 2” of the moving model. This is the only restriction on how close unit members need to be to each other; non-normal moves like Reposition or Overtake and place effects are taken as individual models and have no restrictions on how close the members need to be at the end. This makes units extremely mobile compared to independent models, which is their intended role in Mk4. ==Rough Terrain== Rough terrain is significantly simpler; if a model would touch Rough Terrain during their movement, reduce their total distance moved by 2”. ==Running== Running is no longer double a models SPD, it is always SPD+5”. This eliminates the need to differentiate between effects that increase SPD and effects that add inches of movement. ==Mk4 Models== Any model released for Mk4 is referred to as a Mk4 model instead of a Legacy model. There are a few big changes to how some key Mk4 models work that are not retroactive to Legacy models. ==Brief terminology== Leader: Umbrella term for Warcasters, Warlocks, and Infernal Masters<BR> Cohort: Umbrella term for Warjacks, Warbeasts, Monstrosities and Horrors ==Leaders== Each Mk4 Army has 3 Leader models on launch. The first wave of Armies (Storm Legion, Sea Raiders, Winter Korp, House Kallyss, and Brineblood Marauders) also have a 4th “Apotheosis” Leader as a homage to the Mk1 Apotheosis expansion. For the most part these are the same as Legacy leader models, with the exception of their spell list. Instead of having 4-8 specific spells, all Leaders now have 2-3 spells that are part of their card and a Rack value (at time of writing these are all 2 or 3). Each Mk4 Army has a Spell Rack, a selection of spells that any Leader in the army can choose to take during list building. This allows you to tailor some portion of your spell list to your particular playstyle and is provides flexibility to the 3- or 4-Leader system. Once the game starts the Rack spells are treated the same as the Leader’s built-in spells. ==Warjacks and Warbeasts== While nothing has changed about Legacy warjacks and warbeasts, in new Armies released for Mk4 you now get at least 2 chassis options (usually a light and a heavy) and each has a selection of heads, arms, and other Hardpoints that you choose during listbuilding to change it’s capabilities. For Warbeasts this includes selecting it’s Animus. To facilitate this all modular Cohort models now come with pre-made magnet holes and are sold with the correct magnets to mount all of their Hardpoint options. Not all Mk4 Cohort models are modular. At time of writing (Jan 23, 2024) these include the character Super Heavy cohort models that come with Magnus 4 and Carver 2 and the Wyvern Super Heavy Warbeast in Shadowflame Shard. Some Cadre boxes also include a Cohort model which are not modular. == SKUS and releases== Mk4 Armies are intended to be limited releases. This is intended to both make balance easier and make the product lines easier for stores to stock. At time of writing the plan for Mk4 Armies is to have 3 Leaders, 2 Cohorts, 1 Extra-Large solo (80mm base), 1 character Cohort model (sold as parts to attach to a generic Cohort chassi), 5-6 Units, and a selection of Solos and Attachments. Once these models are released there are currently no public plans to continue expanding these Armies; they are self-contained collections that will continue to be sold and receive balance updates but not new models. Each army will receive the following: * A Command Starter: Which contains a Leader, a Character Cohort, a Character Solo, and a Character Unit. (It is not clear if current armies will get one, or when, but moving forward it seems each new army will). These are designed to be able to play 30 point games immediately. Price: $79.99 USD * A Battlegroup Box: Which includes a Leader and a set of Cohort models (usually one heavy and one light, but sometimes two heavies. The upcoming Cryx will be one heavy and two lights). These are designed to combine with a Command Starter to allow 50 point games. Price: $69.99 USD * A Core Expansion: Which includes another Leader, a Character Cohort with the alternate body/chassis, and a “selection of solos, units, and attachments.” On average, it seems to contain 3-4 units, 1-2 command attachments, and 1-2 solos. These are designed to combine with a Command Starter and Battlegroup Box to allow for 75 point games with some options, and bring a player close to 100 points. Price: $159.99 USD * An Auxiliary Expansion: Which includes a third Leader and a “selection of solos, units, and attachments.” On average, it seems to contain 2-4 units and 2-3 solos, but it varies. These are designed to allow for 100 point games, or a lot of options at 75 points. Price: $149.99 USD The concept is for new players to start with a Command Starter, and then buy each other box in sequence to allow them to play larger games. Non-Character units, solos, etc. will be available from the Steamforged Games webstore (and possible for order through distributors, though this isn’t certain), but Character Leaders and Character Cohort kits are only available through the webstore until July 24th. After that, they will be limited to their respective expansion boxes. Although they will not be available through the official store, there will likely be a lot available on the secondary market, as people buy expansions to save money and get duplicate Leaders they don’t need. == Cadre == Cadres are an exception to the rule that models only work for one Army in a Faction. Each Faction that has one or more Mk 4 Armies will eventually have at least one Cadre. Cadres are sold as a single box much like Expansion boxes; each box contains 1 Leader and (with the exception of the Storm Forge and Annihilator Cadres) 1 Cohort model with a fixed loadout, plus a variety of units and solos. These models are playable in both Armies in a Faction and count as Faction models while doing so. So for example the Cadre Leader for Dusk is Morayne, The Blade of Twilight. If you are building a House Kallyss list you can take Morayne as your warcaster the same as any of the House Kallyss warcasters, but once the second Dusk Army is available you will also be able to play Morayne in that Army. The same goes for any other models in the Cadre. For Legacy Armies there is no named Cadre that is usable in both Prime Armies but each Faction has several models that are available in multiple Prime Armies, which accomplishes the same goal. 831f6b1eca901a7a14f34763fb7663c7799b07f3 Which Army For Me 0 300 952 2024-08-02T06:10:10Z Gedditoffme 2 Created page with " == Prime Mk4 Armies == Prime Mk4 armies are the best place to start playing War Machine. These are actively still being developed and produced, and armies designed from the ground up to work together. === [[Cygnar Storm Legion]] === ====Lore==== Following an era of what seemed like endless war, the mighty kingdom of Cygnar has enjoyed nearly a decade of peace. While cooperation, openness, and understanding among nations blossomed for a time into a true mechanikal renai..." wikitext text/x-wiki == Prime Mk4 Armies == Prime Mk4 armies are the best place to start playing War Machine. These are actively still being developed and produced, and armies designed from the ground up to work together. === [[Cygnar Storm Legion]] === ====Lore==== Following an era of what seemed like endless war, the mighty kingdom of Cygnar has enjoyed nearly a decade of peace. While cooperation, openness, and understanding among nations blossomed for a time into a true mechanikal renaissance, Cygnar’s leaders knew that peace was only as lasting as their dedication to the strength of their national security. And so the wide production of a purely galvanic mechanika power source, the storm chamber, led to nothing less than a technological revolution that would ultimately give rise to the greatest fighting force Cygnar had ever known — the Storm Legion. Freshly recruited arcane mechaniks built upon the creations of their predecessors and the curriculum of the Strategic Academy greatly advanced, providing a new foundation for the modernization of arcane warfare and its introduction to the next generation of warcasters. ====Playstyle==== The Storm Legion is a melee-centric army with a few powerful utility guns. They aren’t particularly speedy, but have access to multiple ways to push and knock down opposing models to hamper enemy movement and set up combos. With access to powerful defense buff spells they are able to push the ARM of their warjacks and infantry to very high levels. === [[Orgoth Sea Raiders]]=== ==== Lore ==== Driven from the shores of Immoren more than four centuries ago by the concerted, desperate efforts of the inhabitants they had long sought to enslave, the Orgoth have now returned with a vengeance, their dark host further empowered by vicious new weapons inspired by those that led to the downfall of their first invasion. Backed by savage warjacks and armed with crude but powerful firearms and now dominated by the warwitches who once acted only in the service of the warlords who wrought the previous invasion, the Orgoth have painstakingly prepared for this conquest for a dozen generations. ====Playstyle==== The Sea Raiders are a fast skirmishing army with good damage output but relatively low survivability. Their wide access to movement abilities such as Overtake, Side Step, and Swift Hunter allow them to attack from unexpected angles and take out key opposing pieces early, leaving the enemy army unable to retaliate with it’s full strength. ===Khador Winter Korp=== ====Lore==== After years of political turmoil that brought the nation’s military infrastructure to its knees, Khador has begun the process of modernization in an attempt to catch up with the achievements of its rival nations, its expanding military harnessing the marvels of modern engineering. Antiquated traditions and an outdated arsenal have been replaced by advanced weapon systems and a modular approach to their military industrial complex that keeps them adaptable in the face of an ever-changing, hostile environment. But as always, the Motherland’s success or failure will rest with the leadership and heroism of its officers and warcasters and with the strength of the Khadoran people. ====Playstyle==== Winter Korp is a ranged-focused army with a wide variety of ways to bring the hurt from a distance. The Winter Korp Infantry act as the flexible backbone of the faction and are capable of bringing a variety of Specialist Weapons to confront any foe. They eschew light warjacks in favor of two variants of Heavy warjack and the Man O War heavy infantry armor. ===[[Dusk House Kallyss]]=== ====Lore==== From the ashes of the once great Iosan empire have risen the new houses of Eldritch Lords, who now reign over their Kingdom of Eternal Dusk. House Kallyss has emerged as one of the strongest of this new Iosan Court. The enlightened eldritch who lead the house have dedicated their existences to the defense of the Iron Kingdoms as they seek to redeem their doomed people, even while accepting their dark fate. ====Playstyle==== House Kallyss brings a potent combination of advanced technology and undead infantry to bear. Their warjacks pack a range of unique weapons with numerous special effects (and in the case of their heavy warjack, a fourth hard point) that they combine with powerful debuff spells to ensure their undead infantry hit hard and leave the enemy unable to retaliate. ===[[Southern Kriels Brineblood Marauders]]=== ====Lore==== The Brineblood Marauders are a motley crew of veteran scallywags and fresh recruits from Madrak’s Southern Kriels. They sail the seas of southern Immoren robbing the rich merchant ships of the Iron Kingdoms to supply their families within the Southern Kriels. ====Playstyle==== Brineblood Marauders are a faction that emphasizes buff layering and synergy over raw power. Their warbeasts are extremely flexible and can fill a wide variety of roles with their weapon and Animus options. The core Marauder Crew infantry are a cheap multi-wound generalist unit who’s specialty can be customized by selecting different Command Attachments to lead them; supporting these are a variety of Pyg specialist units and a selection of support and combat solos so you can tailor your list to your playstyle. Thanks to the variety of support models available as both solos and Command Attachments, plus the strength of their Warlock stable, Brinebloods are capable of building just about any style of list from gunlines to tarpits. ===[[Khymera Shadowflame Shard]]=== ====Lore==== Founded by Rhyas after fleeing the Battle of Henge Hold, Khymaera combines her intricate knowledge of blighted physiology with the vast knowledge of Cyriss left etched on Saeryn’s athanc shard when she attempted to step through the Gate. Hunted by Everblight and bent to a new sense of purpose, Khymaera waits in the darkness below Western Immoren for the time to reveal themselves to the world. ====Playstyle==== Shadowflame Shard is an Army that excels at delivering overwhelming force to key points of the battle. They pack an enormous number of movement tricks that allow them to apply their warbeasts and infantry to critical weak points but have trouble surviving a toe-to-toe brawl. They are the first Mk4 Army to receive a super-heavy Warbeast in place of their 80mm solo which allows them to bring a huge amount of battlegroup power to the battlefield. The Army generally has high DEF and low to medium ARM which leaves them vulnerable to accurate high-POW attacks, leading them to heavily favor aggressive plays and assassination win conditions. ===[[Cryx Necrofactorium]]=== Little is yet known about Necrofactorium. Early concept art teasers suggest that the Army will focus on the industrial undead of Cryx. == Legacy Prime Armies == Currently all Legacy models are out of print. These Armies will remain in Prime and continue to receive balance updates, but models for them would need to be purchased from third-party retailers or on the second-hand market. It is recommended not to start these unless you already have the models, however they are allowed in competitive Steamroller events of all levels. Each Legacy Faction has two Legacy Armies, with a handful of exceptions: Mercenaries has 6 Armies, covering the wide variety of Mk1-3 Mercenary and Minion models Convergence of Cyriss, Grymkin, Crucible Guard, and Infernals are “Limited Factions” which were designed to be more self-contained than earlier Factions and had significantly fewer total models. Nearly the entire range of models in each of these Factions are contained within a single Mk4 Army rather than being split between two Prime Armies and a selection of Unlimited models Note that none of these Armies necessarily represent the current state of the Iron Kingdoms setting. Some have been disbanded or absorbed into other forces, others have been radically altered in the decade since the Claiming. The lore blurbs for each represent them around 612 AR, immediately before or during The Claiming, and may have been superseded by newer narrative developments. === Circle Orboros === ===Devourer’s Host=== ====Lore==== To sow terror and reap death, blackclads who embrace the primal aspects of Orboros turn to the Tharn. With murderous howls, Tharn warriors charge from the darkest forests to strike feat into their enemies’ hearts before ripping them out and devouring them whole. These gruesome, gore-streaked combatants run side by side with all manner of easts, intent on slaking their thirst on the blood of the Circle’s foes. Theirs is a history of violence, and their motivations for war do not stray beyond devotion to the Devourer Wurm and an attunement with the basest of instincts. ====Playstyle==== Devourer’s Host combines Circle’s hard-hitting Tharn infantry with a stable of flexible living warbeasts. Multi-wound Tharn units give them some staying power, and though their ARM values aren’t particularly high for multi-wound infantry they partially make up for it with a number of ways to heal and a high offensive output. Fast warbeasts and infantry emphasize getting the first hit in to cripple the enemy before they can retaliate. ===Secret Dominion=== ====Lore==== Since the order’s inception, the blackclads of the Circle Orboros have passed down the secrets of shaping and animating wood and stone to do their bidding as wolds. The product of ancient rites and blood sacrifices, these massive stone constructs patrol the old places of the world and ensure the sacred sites of the order remain untouched by outsiders, falling upon intruders without hesitation to crush them under fist and foot. When the need is dire, many villages of Wolf Sworn are drawn together in great hunting parties. Such a force draws upon its warriors’ hunting skills and their knowledge of the land to launch lethal ambushes against enemy columns marching through the wilderness. ====Playstyle==== Secret Dominion makes heavy use of Wolds; heavily-armored construct warbeasts that are able to take a punch better than anything else in Circle Orboros. The light Wolfsworn infantry complement this, providing fast baseline infantry to support the heavy-hitting Wolds and magic-wielding Druids. ===[[Convergence of Cyriss]]=== ====Lore==== The worshipers of teh clockwork goddess have conceived of the most technologically advanced machines in existence. Armed with impressive firepower and fueled by energy sources well beyond the understanding of even the greatest minds in the Iron Kingdoms, the vectors of the Convergence of Cyris turn hard targets into shrapnel and smash through infantry formations with whirring blades and spiked fists. There are few things more disconcerting than facing a legion of Convergence soldiers who have achieved transcendence - metal-bodied warriors who go to battle in silence and act in unison with mathematical perfection. ====Playstyle==== Convergence plays like a single clockwork machine come to life. Order of activations is key to their playstyle as focus is passed between warjacks and support solos set up buffs and debuffs in precise order. A player who learns to harness this synergistic planning will be rewarded with powerful damage output in melee and at medium ranges. The faction is on the slower side overall (save for a handful of outliers) but makes up for it with strong warjacks and a number of ways to return troops to play. ===[[Crucible Guard]]=== ====Lore==== The Crucible Guard has unleashed its standing army in a show of force that unveils its impressive military innovations and tactical flexibility. Its highly trained and specialized soldiers fight in concert with skilled combat alchemists and support units to push up the field in a haze of alchemical smoke, backed up by the might of the Golden Crucible’s advanced war machines. ====Playstyle==== Crucible Guard is a ranged debuff faction that exists somewhere in the space between Cygnar and Cryx in terms of playstyle. They have access to a large amount of firepower and ranged debuffs, preferring to use warjacks and artillery loaded with alchemical shells to weaken their opponents before shredding them with gunfire or closing to melee with their heavy infantry. ===[[Cryx]]=== ===Blackfleet=== ====Lore==== Borne on a black tide to bring death and suffering to the mainland, the pirates of Cryx instill terror in the hearts of those who live on the Broken Coast. Comprised of swift Satyxis, merciless Black Ogrun, roaring hordes of blighted trollkin, and crews of Scharde sailors, raiding parties join Cryx’s warcasters and their battlegroups in executing their bloody assaults. ====Playstyle==== The Black Fleet is an infantry army that uses speed and magic to ensure a devastating first strike against opposing armies. The Satyxis infantry act as a core of fast but fragile infantry backed up by a variety of tougher Orgun and Trollkin infantry. They excel at shredding other infantry armies that are unprepared for their speed and high DEF. ===Dark Host=== ====Lore==== Torn from the horrors of the void and given new forms in the bodies of the dead, banes are dark and sinister warriors in the service of Cryx. Far from mindless, they possess a military cunning mixed with an utter malevolence to life. Supported by potent necromancers, armies of banes beset the enemy like a tide of darkness and death. ====Playstyle==== Dark Host is an infantry army that focuses on debuffing the enemy and swarming them with undead minions. The three Bane infantry units make up the bulk of the force while the warcasters and solos provide a myriad of ways to cripple their enemies and return their own undead troops to the battlefield, forcing their opponent to fight a war of attrition against a seemingly-endless horde of the undead. ===[[Cygnar]]=== ===First Army=== ====Lore==== Trenchers are men and women of unparalleled grit found at the forefront of nearly every Cygnaran engagement. First on the field and last to leave, it is the trenchers’ duty to form the vanguard of Cygnar’s military might and seize the battlefield against all opposition. ====Playstyle==== The First Army is a ranged-focused army. They boast a wide variety of ranged attacks in the form of rifles, miniguns, and light cannon carried primarily from Tough single-wound infantry. ===Storm Knights=== ====Lore==== Cygnar’s Storm Division was an autonomous military force that delivers the flash of lightning and the roll of thunder to the battlefields of Immoren. The division represented the latest in voltaic weaponry and hardware produced by the Cygnaran Armory before the Claiming. The technologies and tactics developed for the division would eventually be used to found the Storm Legion in the years after The Claiming. ====Playstyle==== Precursors to the modern Storm Legion, the Storm Knights have access to many similar techniques to their Mk4 descendants. Strong melee troops make up the core of the force backed up by advanced warjacks like the Stormclad. While they do have access to a number of lighting-based ranged weapons, these are generally of middling RNG and suffer against armies with lots of Resistance: Electricity. Both the Storm Blade and Storm Lance units do come with Dual Attack and Pistol however, allowing them to make full use of their ranged attacks while locked in melee combat. === [[Grymkin]], the Wicked Harvest === ====Lore==== The grymkin are not an organized military force. They do not come to battle in regimented formations; indeed, they attack with scarcely any perceivable order at all. When a mass of motley grymkin lumber to war in the service of their masters, they advance as a haphazard but terrifying horde. Descending upon a vice-ridden population, they indulge in their unique appetites as they demand their due of wicked humanity. ====Playstyle==== Grymkin are a melee-focused army with a penchant for punishment. Unlike every other Army in the game their warlocks lack a Feat. Instead they gain access to several unique Command Cards that can be played when their opponent triggers certain effects such as killing a Grymkin model with a ranged attack or casting a spell in the Grymkin warlock’s control range. The rest of the army is relatively slow and has few ranged weapons, preferring to spend the early game collecting corpses to fuel a devastating counter attack. ===[[Infernals]]=== ====Lore==== As an ancient pact reaches its moment of reckoning, horrifying forces from beyond comprehension descend upon the world to collect. With traitorous mortals as their momentary tools, Infernal Masters bring their nightmares to battle for every soul they believe is their due. Though few would have suspected the terrible legacy that would follow that pact, many will pay for it as the Infernals move among them. ===[[Khador]]=== ===Armored Korps=== ====Lore==== With a hiss of steam and the tread of iron, the heavily armored infantry of Khador march to war with heavy warjacks at their side. Though Khador lacks the light warjacks of other nations, they make up for it with a dedicated corps of soldiers who go to war in steam-powered armor. Few opponents possess the weaponry able to chew through so thick a wall of armor, allowing the Man-O-War to crush enemy emplacements. ====Playstyle==== If you want heavy infantry you’ve come to the right place. Armored Korps is an Army made up entirely of slow, tough infantry clad in massive steam armor. The warcasters all provide a number of powerful buffs to the infantry, supported by hybrid support/combat models like the Kovnik and Kommandant Arconovich. What the army lacks in speed it makes up for in high ARM and HP values that make them difficult to move once they take a position. ===Fifth Division=== ====Lore==== The ranks of the Winter Guard were the patriotic backbone of the Khadoran Army for years before the Claiming. Hardened by a rigorous training regimen and driven by their love for the Motherland, these soldiers march against the enemies of the Empire. Many of their tactics would eventually be adapted into the modern Winter Korp in the decade after the Claiming. ====Playstyle==== As the precursors to the modern Winter Korp the Fifth Division has several playstyle similarities but also some key differences. While the core of the Army is, like Winter Korp, cheap ranged infantry, where it differs most is in the available supporting models that accompany them. This is particularly evident in the Army’s warjack support: not one, but two character journeyman warcasters mean that the Fifth Division is capable of packing an absurd amount of focus generation into a list, providing their infantry with a supporting core of heavy warjacks fully fueled and ready to inflict pain with artillery and melee alike. ===Legion of Everblight=== ===Dragon’s Host=== ====Lore==== When the blighted ogrun tribes go to war, they do so with the blessings of Everblight by their side. Fighting with little regard for personal safety, howling warbands descend upon their foes, crazed by the prospect of spilling blood for their war chiefs and their korune, Thagrosh. Even mortal wounds suffered in battle do not deter them. Instead, such injuries goad them to drive even deeper into the enemy’s heart to shed even more blood before they expire. ====Playstyle==== Dragon’s Host is the heavy infantry Army of the Legion. Blighted Ogrun units and Chosen cavalry make up the core of the Army’s infantry, supported by Command Attachments, solos, and lighter infantry. Alternatively the Army is capable of building a strong warbeast-focused list by taking advantage of their character lesser warlock and powerful cohort-focused warlocks like Absylonia 2. ===Ravens of War=== ====Lore==== Reshaped by the dragon’s power, the blighted Nyss serve as formidable fighters within Everblight’s legion. Utterly devoted to the dragon, whole shards sometimes join battle together to enact their master’s will. Such highly skilled and self-sufficient forces strike fast and hard with a combination of blade, claw, and bow. Supported by agile dragonspawn and powerful nephilim, these Nyss shards can strike anywhere the dragon directs them, moving unnoticed through enemy territory to secure objectives while outmaneuvering larger armies. ====Playstyle==== Ravens of War is an army built for speed. Light infantry and flying warbeasts constitute the majority of the Army’s models. They excel at powerful alpha strikes using both ranged attacks and high SPD melee models, but lack the staying power of tougher Armies as even their heavy warbeasts are on the lower end of the scale with regards to ARM. ===Mercenaries=== ===Blindwater Congregation=== ====Lore==== The gatormen of Blindwater Lake are the core of a vast reptilian cult dedicated to its self-made deity, Bloody Barnabas. Once their leader, this ancient warrior and mystic elevated himself to godhood on a tide of bloodshed. As the pragmatic bokur Calaban guides the congregation from the shadows, gatermen from across the region assemble alongside the bog trogs and other swamp creatures subjugated into fighting alongside them in Barnabas’ name. ===Dark Operations=== ====Lore==== The inscrutable cephalyx tirelessly perform diabolical experiments on their captives deep below the earth. Masters of powerful psychic energies and advanced surgery, these alien beings shape both the minds and bodies of lesser creatures to create heavily modified laborers and warrior slaves to suit the sinister agenda of their vast underground hives. ===Rhul Guard=== ====Lore==== Fighting in the wars of the Iron Kingdoms has allowed the mercenaries of Rhul to stay apprised of the ongoing struggles abroad. These sell-swords fatten the coffers of mercenary clans and receive valuable combat experience against a variety of opponents. Numerous such clans offer the might of Rhulic 'jacks and veteran warriors to those who can afford their asking price. Together, they crush enemy armies to dust beneath the tread of their machine and an unceasing rain of hammer blows. ===Soldiers of Fortune=== ====Lore==== If war is good for business, then business has been very good to the Steelhead mercenary company. Already one of the largest groups of sell-swords in western Immoren before the fall of Llael, subsequent years of warfare have seen them reach peak profitability. Steelheads can be found in nearly every major engagement from Skirov to Imer, bringing victory - or anonymous defeat- at reasonable prices. The company’s regular presence on the battlefield often sees them work alongside many notable freelancers and experts. The old adage holds true: “Either as allies or enemies, the steelheads are gonna cost you.” ===Talion Charter=== ====Lore==== The Talion Charter originally set out the terms and conditions for those serving on teh Talion, a ship crewed largely by men and women brought together by mutiny and who turned to piracy for survival. It has been expanded to serve as a rallying point for a motley assortment of powerful and well-armed pirates and privateers. These include several notable warcasters-for-hire such as Phinneus Shae, the Talion’s captain; Captain Bartolo “Broadsides Bart” Montador of the Calamitas; and the Thamarite sorceress Fiona the Black. The sell-swords of the Talion Charter have proven they can stand on equal footing with any mercenary company in western Immoren and offer their services at quite reasonable rates, both on land and at sea. ===Thornfall Alliance=== ====Lore==== Once, the farrow tribes of Immoren were scattered, but a summit of gathered chiefs sealed an alliance in blood oaths at an old battleground called Thornfall. The foremost of those gathered, the ambitious warlord Lord Carver, cowed the rest into submitting to his violent visions of conquest. Where Lord Carver travels, lesser farrow chieftains are intimidated into obedience, and other great farrow warlords have taken up his banner. Backed by the mad genius of the human Dr. Arkadius and his surgically enhanced warbeasts, the Thornfall Alliance is poised to strike feat into the hearts of the civilized kingdoms. ===Protectorate of Menoth=== ===Final Interdiction=== ====Lore==== The ruling priesthood and scrutators of the Protectorate of Menoth have no more loyal and steadfast protectors and warriors than the Exemplars. Large interdictions of the theocracy’s formidable heavy infantry and cavalry knights are often assembled to serve the Great Crusade, sent against the unbelievers to prove the futility of standing against blessed steel wielded with conviction. Such an interdiction never wavers in fulfilling its orders, as obedience to the clergy is their unbreakable creed. The great machines marching with them are similarly implacable, empowered by blessings both inscribed on their hulls and filling the air as choir voices rise to drown out the lamentations of heretics crushed underfoot. ====Playstyle==== This is Weapon Masters: The Faction. Almost all Exemplar infantry units have Weapon Master on their melee attacks. Cinerators and Bastions make for a defensive wall while Exemplars and Errants have various effects that make them a devastating strike force. Their warjacks are lackluster, but become fairly good when buffed by the Choir of Menoth. That’s okay - warjacks here are often relegated to a second-line role while the infantry lead the show. The downside - fairly weak at range and can be slow to get into combat. But if you have Kreoss leading, his feat can lead to an entire enemy army being wiped out, if you pick your timing. Cyrenia looks less powerful in comparison, and she is, but she can overcome some of the army’s weaknesses and move them up the field faster. In addition to Weapon Master, Exemplars have a lot of Dispel effects, set things on fire, and sometimes have vengeance effects. ===Temple Guardians=== ====Lore==== The soldiers of the Flameguard Temple once found their purpose in defending the sacred sites of the Protectorate, but the turmoil of the years before the Claiming has seen these former guardians forged into one of the most formidable fighting forces of the nation. ====Playstyle==== Temple Flameguard is a fairly straightforward Army that can run either a mass of cheap-but-effective infantry or a large battlegroup of warjacks supported by some of the best warjack support models in the game. The Choir of Menoth is key to leveraging the Flameguard’s stable of warjacks by providing a selection of buffs to protect warjacks on the approach before buffing their damage output for offensive turns. ===Retribution of Scyrah=== ===Legions of Dawn=== ====Lore==== The proud Dawnguard soldiers of House Nyarr represent one of the greatest assets in the Retribution of Scyrah’s arsenal. Bearing the most advanced weapons of their Great Military House, they are implacable warriors devoted to House Nyarr and through it the Retribution’s cause. The Nyss are a scattered people, driven from their homelands by the followers of the dragon Everblight. Many refugees made their way to Ios and have joined in the defense of their god Nyssor. ====Playstyle==== Legions of Dawn is an infantry-focused Army with an emphasis on armored single-wound infantry. Both the Dawnguard Sentinels and Ryssovass Defenders pack solid defensive statlines and high melee damage output, with the Dawnguard Invictors and Nyss Hunters acting as flexible ranged units that are also decent fighters in melee. The Dawnguard Destors, Destor Thane, and Skeryth Issyan are heavily-armored cavalry models, which allows the Army to field a lot of fast, tough models with a good spread of ranged and melee attacks. Retribution warjacks tend towards the idea of “jack of all trades”. Every heavy warjack boasts a ranged attack and two melee attacks, making them capable of contributing to the fight all game but driving their point costs higher than comparable heavies from other Armies. All of their jacks have the Power Field special rule, which allows them to spend Focus to reduce incoming damage just like a warcaster. ===Shadows of the Retribution=== ====Lore==== The Retribution of Scyrah is most adept at striking from the shadows. Its mage hunters traditionally undertake clandestine missions executed by solo operatives and small teams of elite and dedicated warriors. On rare occasions, however, a show of force is required, and to that end the Retribution assembles stealthy armies comprised of seasoned mage hunters and powerful myrmidons. ====Playstyle==== Shadows is a fragile Army focused primarily on fast, lightly-armored infantry. The Army is made up of two broad model types: Mage Hunters and House Ellowuyr. The Mage Hunters are stealthy commandos, undeterred by both terrain and magical defenses, while House Ellowuyr are expert sword masters that excel at closing with the enemy and laying waste with their blades. The Army can build for a warjack focus too, however, thanks to a journeyman warcaster and cheap Empower solos. As with Legions of Dawn these warjacks tend to be more expensive than their counterparts in other Armies but make up for it with a number of special weapon effects and rules. ===Skorne=== ===Army of the Western Reaches=== ====Lore==== Conflict is to be savored, for battle is the only true chance to prove one’s devotion to the hoksune code. Though the martial orders of Cataphracts and Praetorians disagree on which best exemplifies the martial code of the skorne, they equally embrace the opportunity to demonstrate their adherence to it. Acting on the orders of their tyrants, these disciplined warriors grab the enemy army by its throat and do not relent until the foe is vanquished or they have been claimed by the Void. ===Exalted=== ====Lore==== As silent as the death that will never embrace them, the exalted ancestors of the skorne strike fear into the enemies of the empire. Guided not by a Tyrant’s whims but instead by their own unknowable understanding, the exalted go to war accompanied by ranks of their immortal companions. === Trollbloods === ===Storm of the North=== ====Lore==== For generations, the Northkin have stood as disparate clans, fighting one another as often as they battled the many rivals who surround them. For the first time in centuries, however, these hardy northern folk now fight for a common purpose. Resilient warriors wage war alongside the legendary warbeasts of the trollkin, while powerful warlocks wield arcane might to enhance the battle prowess of their warbands. All opposition is crushed beneath the Northkin onslaught or is frozen and shattered by the power of winter itself. === United Kriels=== ==== Lore ==== The Trollkin of the United Kriels will stop at nothing to protect their new home. In order to defend against any who would seek to drive them out, militias of resolute trollkin take up arms as companies of warriors. These companies mix traditional martial practices of the trollkin with modern firepower and the might of trolls to crush any opposition. 171f13fd6ef889902357f72c418dcdec0723f582 Dusk House Kallyss 0 37 953 773 2024-08-02T08:19:57Z 95.144.110.101 0 Spelling correction Four to for wikitext text/x-wiki == Why Play Dusk House Kallyss == == Which Caster is for me? == === [[Hazaroth, Narcissar of Ruin]] === Makes his army very durable, and his jacks both faster and hit harder. Can be built to be a very strong anti-ranged army, with a spell that gives his entire battlegroup Stealth. Very weak to anti healing tech. For anyone looking to play a solid Jack heavy list === [[Hellyth, Scyir of Nightfall]] === [Place Holder] Very high Assassination Potential, probably the Factions best Answer into Def-Skew, very fragile herself, except of her Feat Turn === [[Morayne, The Blade of Twilight]] === [Place Holder] Extremely mobile herself, can fix everything you need to be fixed due to Mortality and Spell Rack 3, very good Feat and high gotcha' Potential due to her ''Funeral Rites'' Rule. Very Mercenary Friendly because of Mortality debuffs the enemy and so applys for everyone in your own Army. At this Point, one of the best Casters in Game. === [[Scryafael, Nis-Issyr of Desolations]] === [Place Holder] Contestant for the best Caster in Game, toe to toe with Valeri from Winter Korps which can be a hard-counter to her. She brings effectively a +4 Threat Range Buff for one of your Jacks (most of the time Israfyl), but also can speed up Magnus & Invictus or Carver & Warpig, because one of those spells is Telekinesis. She has a very powerful Area-Denial Feat, which allows her to play a really aggressive Scenario Game. The Icing on the Cake is she herself is really hard to assassinate, because with Blade Shield, Girded, Poltergeist, Steady, Def 14 and Arm 17 with 16 Boxes, she is very sturdy. If needed she also can contribute to the fighting directly with two Pow 14 Initials with Beatback and grievous Wounds, Dual Attack and a Power 12, 10'' Spray with Crit Decapitation. === [[Tyrus, Nis-Arsyr of Spiders]] === [Place Holder] Maybe the most consistent Caster of the Faction. He is the Guy that can stay behind a Building the whole Game, only channeling good Spells and Buffs through his Arc Nodes, feating at some Point and be very happy and good doing this. With a Feat that gives effectuvely an Army wide (yes, again also for Mercenaries) +2 Spd (even better, because it's a Place-Effect), a good native Spell List, the strong Dusk Rack to pick from and enough Focus and Control Range to use all of that, he can be a Nightmare for your Opponent. But don't be fooled when it comes down to the dirty Work. He is still very stable from the Start, with good Stats of Def15, Arm17, 17 Boxes, Undead (which is a Buff at this Time, most of the Time) and the potentially Back-breaking Arcane Vortex. Being still a Vampire Elf, his Melee is not bad at all with Rng2, POW 14, Death Boon and flashing Blade as native Spell. {{Dusk House Kallyss Footer}} 98b82e120683afa5a35da38c3c73140e4d903afe Major Allister Caine 0 294 954 943 2024-08-02T13:02:20Z Rork 33 /* Recommended choices */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Sara Brisbane offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == {{Storm Legion Footer}} c930a1713df1c4917a3cae0b995b47fce7c0857c 955 954 2024-08-02T13:03:21Z Rork 33 /* Recommended choices */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == {{Storm Legion Footer}} 72cda048d68fdbedfb2bfc6199da660c6d7eb1cd 956 955 2024-08-02T13:04:38Z Rork 33 /* Lore and Trivia */ Male grooming - Woooo! wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has *experience*. {{Storm Legion Footer}} 7abf34f517bf44d047038a4635884787a676ace1 957 956 2024-08-02T13:05:01Z Rork 33 /* Lore and Trivia */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. {{Storm Legion Footer}} da44ef816e3cc07e201bb600763e2f153cbd0c23 958 957 2024-08-02T13:08:11Z Rork 33 /* Downsides: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. {{Storm Legion Footer}} 9f155f49e0adab7451765e7e71bfbf39d91e3041 959 958 2024-08-02T13:09:30Z Rork 33 /* Recommended choices */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. {{Storm Legion Footer}} 6a52ad6e90dca340482ce2219e5b846f0f9bf607 960 959 2024-08-02T13:12:41Z Rork 33 /* Tricks: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. == Tricks: == <!-- dot point list of cool plays and combos--> * Feeling brave and/or stupid? Take the [[High Alert]] card and let Caine take a bullet. He uses evasive to move up for future shenanigans. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. {{Storm Legion Footer}} 454afa332e6845569436d7395b06b7ee8a58e007 961 960 2024-08-02T13:17:14Z Rork 33 /* Recommended choices */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. == Tricks: == <!-- dot point list of cool plays and combos--> * Feeling brave and/or stupid? Take the [[High Alert]] card and let Caine take a bullet. He uses evasive to move up for future shenanigans. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * [[Arcane Mechaniks]]. You don't want Caine using his focus on the 1-2 jacks you give him. Let them do that job. ==== Command Cards ==== * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. * Caine is a gun caster, which means Clouds will spoil his day, so consider [[Sentry Duty]]. * Want to be brave with Caine and not let him die? [[Duck and Cover!]] means those potentially deadly blasts...aren't on a key turn. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. {{Storm Legion Footer}} 05c6524d5f38ca0c15474a077f7a56f0f4326e5b 962 961 2024-08-02T13:27:45Z Rork 33 /* Downsides: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. * Since Witch Mark affects a ''model'', it's not very good for applying Calamity to low-mid armoured units with a single box (since Caine will just kill them). Choose your targets carefully when trying to apply Calamity (or any other ranged spell). == Tricks: == <!-- dot point list of cool plays and combos--> * Feeling brave and/or stupid? Take the [[High Alert]] card and let Caine take a bullet. He uses evasive to move up for future shenanigans. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * [[Arcane Mechaniks]]. You don't want Caine using his focus on the 1-2 jacks you give him. Let them do that job. ==== Command Cards ==== * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. * Caine is a gun caster, which means Clouds will spoil his day, so consider [[Sentry Duty]]. * Want to be brave with Caine and not let him die? [[Duck and Cover!]] means those potentially deadly blasts...aren't on a key turn. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. {{Storm Legion Footer}} d76198ccc7dc2d599e8fe0148c6db9009fba6371 963 962 2024-08-02T14:10:37Z Rork 33 /* Command Cards */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. * Since Witch Mark affects a ''model'', it's not very good for applying Calamity to low-mid armoured units with a single box (since Caine will just kill them). Choose your targets carefully when trying to apply Calamity (or any other ranged spell). == Tricks: == <!-- dot point list of cool plays and combos--> * Feeling brave and/or stupid? Take the [[High Alert]] card and let Caine take a bullet. He uses evasive to move up for future shenanigans. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * [[Arcane Mechaniks]]. You don't want Caine using his focus on the 1-2 jacks you give him. Let them do that job. ==== Command Cards ==== * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. * Caine is a gun caster, which means Clouds will spoil his day, so consider [[Sentry Duty]]. * Want to be brave with Caine and not let him die? [[Duck and Cover!]] means those potentially deadly blasts...aren't on a key turn. * To get more out of [[High Alert]] safely, put it on a warjack in his battlegroup. Optionally, take the shield guard head on a Courser. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. {{Storm Legion Footer}} c6a1ea3fc35590a3eb4f06d869d45ce56721a33e 964 963 2024-08-02T14:11:38Z Rork 33 /* Command Cards */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. * Since Witch Mark affects a ''model'', it's not very good for applying Calamity to low-mid armoured units with a single box (since Caine will just kill them). Choose your targets carefully when trying to apply Calamity (or any other ranged spell). == Tricks: == <!-- dot point list of cool plays and combos--> * Feeling brave and/or stupid? Take the [[High Alert]] card and let Caine take a bullet. He uses evasive to move up for future shenanigans. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * [[Arcane Mechaniks]]. You don't want Caine using his focus on the 1-2 jacks you give him. Let them do that job. ==== Command Cards ==== * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. * Caine is a gun caster, which means Clouds will spoil his day, so consider [[Sentry Duty]]. * Want to be brave with Caine and not let him die? [[Duck and Cover!]] means those potentially deadly blasts...aren't on a key turn. * To get more out of [[High Alert]] safely, put it on a Stryker in his battlegroup to trigger Evasive. Optionally, take the shield guard head on a Courser. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. {{Storm Legion Footer}} d1818cab05f1ff0ecf22d19754d82c62ded5436e 967 964 2024-08-02T15:10:15Z Rork 33 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. * Since Witch Mark affects a ''model'', it's not very good for applying Calamity to low-mid armoured units with a single box (since Caine will just kill them). Choose your targets carefully when trying to apply Calamity (or any other ranged spell). == Tricks: == <!-- dot point list of cool plays and combos--> * Feeling brave and/or stupid? Take the [[High Alert]] card and let Caine take a bullet. He uses evasive to move up for future shenanigans. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * [[Arcane Mechaniks]]. You don't want Caine using his focus on the 1-2 jacks you give him. Let them do that job. ==== Command Cards ==== * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. * Caine is a gun caster, which means Clouds will spoil his day, so consider [[Sentry Duty]]. * Want to be brave with Caine and not let him die? [[Duck and Cover!]] means those potentially deadly blasts...aren't on a key turn. * To get more out of [[High Alert]] safely, put it on a Stryker in his battlegroup to trigger Evasive. Optionally, take the shield guard head on a Courser. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. * He has the ''Head Shot'' and ''Heart Seeker'' rules - and can use them together. Now ''that'' is a trick shot. {{Storm Legion Footer}} 2a60678b40debfeb6fa8f17f2c2bea00f2beba72 969 967 2024-08-02T16:09:23Z Rork 33 /* Recommended choices */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. * Since Witch Mark affects a ''model'', it's not very good for applying Calamity to low-mid armoured units with a single box (since Caine will just kill them). Choose your targets carefully when trying to apply Calamity (or any other ranged spell). == Tricks: == <!-- dot point list of cool plays and combos--> * Feeling brave and/or stupid? Take the [[High Alert]] card and let Caine take a bullet. He uses evasive to move up for future shenanigans. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * [[Arcane Mechaniks]]. You don't want Caine using his focus on the 1-2 jacks you give him. Let them do that job. * The [[Weather Station]]. Since it has shot types, it can benefit from Caine's feat. And the DEF debuff can really help Caine out if you activate before him. ==== Command Cards ==== * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. * Caine is a gun caster, which means Clouds will spoil his day, so consider [[Sentry Duty]]. * Want to be brave with Caine and not let him die? [[Duck and Cover!]] means those potentially deadly blasts...aren't. * To get more out of [[High Alert]] safely, put it on a Stryker in his battlegroup to trigger Evasive. Optionally, take the shield guard head on a Courser. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. * He has the ''Head Shot'' and ''Heart Seeker'' rules - and can use them together. Now ''that'' is a trick shot. {{Storm Legion Footer}} 45851e11914cfc8f78047cf8e255722842c96451 988 969 2024-08-02T20:44:27Z Rork 33 /* Downsides: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. * Since Witch Mark affects a ''model'', it's not very good for applying Calamity to low-mid armoured units with a single box (since Caine will just kill them). Choose your targets carefully when trying to apply Calamity (or any other ranged spell). * Since Caine does not have a melee weapon, he can't charge. == Tricks: == <!-- dot point list of cool plays and combos--> * Feeling brave and/or stupid? Take the [[High Alert]] card and let Caine take a bullet. He uses evasive to move up for future shenanigans. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * [[Arcane Mechaniks]]. You don't want Caine using his focus on the 1-2 jacks you give him. Let them do that job. * The [[Weather Station]]. Since it has shot types, it can benefit from Caine's feat. And the DEF debuff can really help Caine out if you activate before him. ==== Command Cards ==== * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. * Caine is a gun caster, which means Clouds will spoil his day, so consider [[Sentry Duty]]. * Want to be brave with Caine and not let him die? [[Duck and Cover!]] means those potentially deadly blasts...aren't. * To get more out of [[High Alert]] safely, put it on a Stryker in his battlegroup to trigger Evasive. Optionally, take the shield guard head on a Courser. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. * He has the ''Head Shot'' and ''Heart Seeker'' rules - and can use them together. Now ''that'' is a trick shot. {{Storm Legion Footer}} e1e60161e0b0eaa3bf09c043f2353f03a73a856b 989 988 2024-08-02T20:46:09Z Rork 33 /* Tricks: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. * Since Witch Mark affects a ''model'', it's not very good for applying Calamity to low-mid armoured units with a single box (since Caine will just kill them). Choose your targets carefully when trying to apply Calamity (or any other ranged spell). * Since Caine does not have a melee weapon, he can't charge. == Tricks: == <!-- dot point list of cool plays and combos--> * Feeling brave and/or stupid? Take the [[High Alert]] card and let Caine take a bullet. He uses evasive to move up for future shenanigans. * Don't forget [[Gunfighter]]. Your opponent can't just block off Caine from shooting something important by forcing him to engage another model - he can fire out of melee. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * [[Arcane Mechaniks]]. You don't want Caine using his focus on the 1-2 jacks you give him. Let them do that job. * The [[Weather Station]]. Since it has shot types, it can benefit from Caine's feat. And the DEF debuff can really help Caine out if you activate before him. ==== Command Cards ==== * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. * Caine is a gun caster, which means Clouds will spoil his day, so consider [[Sentry Duty]]. * Want to be brave with Caine and not let him die? [[Duck and Cover!]] means those potentially deadly blasts...aren't. * To get more out of [[High Alert]] safely, put it on a Stryker in his battlegroup to trigger Evasive. Optionally, take the shield guard head on a Courser. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. * He has the ''Head Shot'' and ''Heart Seeker'' rules - and can use them together. Now ''that'' is a trick shot. {{Storm Legion Footer}} 47b382a9f36d67e5568557de9c75e7676c152f05 994 989 2024-08-02T21:17:52Z Rork 33 /* Feat: Arcane Conflagration */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly faction Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. * Since Witch Mark affects a ''model'', it's not very good for applying Calamity to low-mid armoured units with a single box (since Caine will just kill them). Choose your targets carefully when trying to apply Calamity (or any other ranged spell). * Since Caine does not have a melee weapon, he can't charge. == Tricks: == <!-- dot point list of cool plays and combos--> * Feeling brave and/or stupid? Take the [[High Alert]] card and let Caine take a bullet. He uses evasive to move up for future shenanigans. * Don't forget [[Gunfighter]]. Your opponent can't just block off Caine from shooting something important by forcing him to engage another model - he can fire out of melee. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * [[Arcane Mechaniks]]. You don't want Caine using his focus on the 1-2 jacks you give him. Let them do that job. * The [[Weather Station]]. Since it has shot types, it can benefit from Caine's feat. And the DEF debuff can really help Caine out if you activate before him. ==== Command Cards ==== * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. * Caine is a gun caster, which means Clouds will spoil his day, so consider [[Sentry Duty]]. * Want to be brave with Caine and not let him die? [[Duck and Cover!]] means those potentially deadly blasts...aren't. * To get more out of [[High Alert]] safely, put it on a Stryker in his battlegroup to trigger Evasive. Optionally, take the shield guard head on a Courser. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. * He has the ''Head Shot'' and ''Heart Seeker'' rules - and can use them together. Now ''that'' is a trick shot. {{Storm Legion Footer}} d52b0fc1e866d5c1d7c6730e229c9c2123a46e90 995 994 2024-08-02T21:18:55Z Rork 33 /* List Design */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage']''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly faction Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. * Since Witch Mark affects a ''model'', it's not very good for applying Calamity to low-mid armoured units with a single box (since Caine will just kill them). Choose your targets carefully when trying to apply Calamity (or any other ranged spell). * Since Caine does not have a melee weapon, he can't charge. == Tricks: == <!-- dot point list of cool plays and combos--> * Feeling brave and/or stupid? Take the [[High Alert]] card and let Caine take a bullet. He uses evasive to move up for future shenanigans. * Don't forget [[Gunfighter]]. Your opponent can't just block off Caine from shooting something important by forcing him to engage another model - he can fire out of melee. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * [[Arcane Mechaniks]]. You don't want Caine using his focus on the 1-2 jacks you give him. Let them do that job. * The [[Weather Station]]. Since it has shot types, it can benefit from Caine's feat. And the DEF debuff can really help Caine out if you activate before him. === Command Cards === * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. * Caine is a gun caster, which means Clouds will spoil his day, so consider [[Sentry Duty]]. * Want to be brave with Caine and not let him die? [[Duck and Cover!]] means those potentially deadly blasts...aren't. * To get more out of [[High Alert]] safely, put it on a Stryker in his battlegroup to trigger Evasive. Optionally, take the shield guard head on a Courser. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. * He has the ''Head Shot'' and ''Heart Seeker'' rules - and can use them together. Now ''that'' is a trick shot. {{Storm Legion Footer}} 2b0926ffcea0174fdd0de63f711bc02be7c2ec26 Major Anson Wolfe 0 301 965 2024-08-02T15:00:44Z Rork 33 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | '..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Wolfe 1 ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 16 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 16 |} ===Abilities:=== * [[Blood-Quenched]] * [[Side Step]] ===Weapons=== {{Melee Weapon|Voltaic Hammer |8 |1|15|* '''Magical''' *'''[[Beat Back]]''' * '''[[Critical Thunderclap]]''' }} {{Melee Weapon | Galvanic Sword |8 | 2 |15|* '''Magical''' * '''[[Electro-leap]]'''}} === Feat: Give 'Em Hell! === When one or more friendly Faction models are destroyed while in Wolfe's control area by an enemy attack, immediately after the attack is resolved one model in Wolfe's battlegroup currently in his control area can advance up to 2" and one basic attack. Give 'Em Hell! lasts for one round. === Spells === {{Energizer}} {{Lightning Tendrils}} {{Positive Charge}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] allows you to get a good +4 damage swing on melee attacks. * [[Deflection]] means your opponent has to commit hard repeatedly, even overcommit their forces. This is great to make Wolfe's feat turn a bigger nightmare. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A good support caster who brings movement shenanigans, threat extension and a damage buff to the table ''before'' we talk rack spells. He's also an ever present wildly non-linear melee threat. His feat can punish your opponent if they commit to killing your models and, should they not take the bait, allow you to strike first instead. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The feat is amazing, but can be worked around. If your opponent has tools to Remove from Play, knockdown or make your battlegroup stationary, the feat isn't doing much. Even AoE weapons severely reduce how many attacks you get from it. * Remember that one of his melee weapons only has 1" reach, while the other is 2". == Tricks: == <!-- dot point list of cool plays and combos--> * Lightning tendrils on Storm Blades or Storm Lances means they can each kill 4 or 5 models if they're lucky. ** It's also good for putting on a jack with the Voltaic Hammer - It gives you good damage output with decent threat range. * Maximise the benefits of Positive Charge. Got a warjack jammed up by the enemy? Apply Positive Charge to it and let another unit (or Wolfe) clear it out. Then send the Warjack out to attack or kill something else. ''Then'' send a unit in so they're standing within 3" of that jack to attack the same or another target. * Positive Charge combined with [[Electrify]] allows for a +4 damage swing. This is particularly spicy on [[The General]]. * Positive Charge combined with the Voltaic Halberd gives your a +4 to hit swing on the charge attack and gives it a respectable POW19. * Energizer can pull battlegroup models out of melee so they can then activate and move freely. * Energizer and Side Step means that he can move 15" non-linear if he needs to when he charges. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Single would infantry are his bread and butter. Not only does he make them highly dangerous with Positive Charge, but they give you a lot of potential triggers for his feat. ** Thanks to Positive Charge, none of them are bad. A special mention goes to Stormguard whose charge attacks will be POW17 with it. * Combined arms jacks. Both the Electro-Bombard and Railgun are amusing options for feat shots from Strykers. But should things be up close and personal, being able to just get in there and smack things is highly useful. It gets funnier if the weapon has electro-leap or Lightning Tendrils. ==== Command Cards ==== * [[Power Swell]] is always good, especially if you want to use multiple instances of Positive Charge. * Wolfe's warjacks can get into some weird spots, so [[Old Faithful]] is helpful if they've outrun your mechaniks. * [[High Alert]] can be good for triggering the feat. Make a Warjack a tempting target and put High Alert on one of your infantry. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He was a working class friend of Alain Runewood. * He's the second Anson in Cygnar after Anson Hitch. {{Storm Legion Footer}} bf62926eb939b3960cc048e19eb6e690e68cce91 966 965 2024-08-02T15:03:49Z Rork 33 /* Weapons */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Wolfe 1 ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 16 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 16 |} ===Abilities:=== * [[Blood-Quenched]] * [[Side Step]] ===Weapons=== {{Melee Weapon|Voltaic Hammer |8 |1|15| * '''Magical''' *'''[[Beat Back]]''' * '''[[Critical Thunderclap]]''' }} {{Melee Weapon | Galvanic Sword |8 | 2 |15| * '''Magical''' * '''[[Electro-leap]]'''}} === Feat: Give 'Em Hell! === When one or more friendly Faction models are destroyed while in Wolfe's control area by an enemy attack, immediately after the attack is resolved one model in Wolfe's battlegroup currently in his control area can advance up to 2" and one basic attack. Give 'Em Hell! lasts for one round. === Spells === {{Energizer}} {{Lightning Tendrils}} {{Positive Charge}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] allows you to get a good +4 damage swing on melee attacks. * [[Deflection]] means your opponent has to commit hard repeatedly, even overcommit their forces. This is great to make Wolfe's feat turn a bigger nightmare. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A good support caster who brings movement shenanigans, threat extension and a damage buff to the table ''before'' we talk rack spells. He's also an ever present wildly non-linear melee threat. His feat can punish your opponent if they commit to killing your models and, should they not take the bait, allow you to strike first instead. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The feat is amazing, but can be worked around. If your opponent has tools to Remove from Play, knockdown or make your battlegroup stationary, the feat isn't doing much. Even AoE weapons severely reduce how many attacks you get from it. * Remember that one of his melee weapons only has 1" reach, while the other is 2". == Tricks: == <!-- dot point list of cool plays and combos--> * Lightning tendrils on Storm Blades or Storm Lances means they can each kill 4 or 5 models if they're lucky. ** It's also good for putting on a jack with the Voltaic Hammer - It gives you good damage output with decent threat range. * Maximise the benefits of Positive Charge. Got a warjack jammed up by the enemy? Apply Positive Charge to it and let another unit (or Wolfe) clear it out. Then send the Warjack out to attack or kill something else. ''Then'' send a unit in so they're standing within 3" of that jack to attack the same or another target. * Positive Charge combined with [[Electrify]] allows for a +4 damage swing. This is particularly spicy on [[The General]]. * Positive Charge combined with the Voltaic Halberd gives your a +4 to hit swing on the charge attack and gives it a respectable POW19. * Energizer can pull battlegroup models out of melee so they can then activate and move freely. * Energizer and Side Step means that he can move 15" non-linear if he needs to when he charges. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Single would infantry are his bread and butter. Not only does he make them highly dangerous with Positive Charge, but they give you a lot of potential triggers for his feat. ** Thanks to Positive Charge, none of them are bad. A special mention goes to Stormguard whose charge attacks will be POW17 with it. * Combined arms jacks. Both the Electro-Bombard and Railgun are amusing options for feat shots from Strykers. But should things be up close and personal, being able to just get in there and smack things is highly useful. It gets funnier if the weapon has electro-leap or Lightning Tendrils. ==== Command Cards ==== * [[Power Swell]] is always good, especially if you want to use multiple instances of Positive Charge. * Wolfe's warjacks can get into some weird spots, so [[Old Faithful]] is helpful if they've outrun your mechaniks. * [[High Alert]] can be good for triggering the feat. Make a Warjack a tempting target and put High Alert on one of your infantry. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He was a working class friend of Alain Runewood. * He's the second Anson in Cygnar after Anson Hitch. {{Storm Legion Footer}} e318efd09b8deeb92b2df57b135cfa4fc0915994 998 966 2024-08-02T21:29:07Z Rork 33 /* Tricks: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Wolfe 1 ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 16 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 16 |} ===Abilities:=== * [[Blood-Quenched]] * [[Side Step]] ===Weapons=== {{Melee Weapon|Voltaic Hammer |8 |1|15| * '''Magical''' *'''[[Beat Back]]''' * '''[[Critical Thunderclap]]''' }} {{Melee Weapon | Galvanic Sword |8 | 2 |15| * '''Magical''' * '''[[Electro-leap]]'''}} === Feat: Give 'Em Hell! === When one or more friendly Faction models are destroyed while in Wolfe's control area by an enemy attack, immediately after the attack is resolved one model in Wolfe's battlegroup currently in his control area can advance up to 2" and one basic attack. Give 'Em Hell! lasts for one round. === Spells === {{Energizer}} {{Lightning Tendrils}} {{Positive Charge}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] allows you to get a good +4 damage swing on melee attacks. * [[Deflection]] means your opponent has to commit hard repeatedly, even overcommit their forces. This is great to make Wolfe's feat turn a bigger nightmare. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A good support caster who brings movement shenanigans, threat extension and a damage buff to the table ''before'' we talk rack spells. He's also an ever present wildly non-linear melee threat. His feat can punish your opponent if they commit to killing your models and, should they not take the bait, allow you to strike first instead. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The feat is amazing, but can be worked around. If your opponent has tools to Remove from Play, knockdown or make your battlegroup stationary, the feat isn't doing much. Even AoE weapons severely reduce how many attacks you get from it. * Remember that one of his melee weapons only has 1" reach, while the other is 2". == Tricks: == <!-- dot point list of cool plays and combos--> * Lightning tendrils on Storm Blades or Storm Lances means they can each kill 4 or 5 models if they're lucky. ** It's also good for putting on a jack with the Voltaic Hammer - It gives you good damage output with decent threat range. * Maximise the benefits of Positive Charge. Got a warjack jammed up by the enemy? Apply Positive Charge to it and let another unit (or Wolfe) clear it out while standing close to the warjack. Then send the warjack out to attack or kill something else. ''Then'' send a unit in so they're standing within 3" of that jack to attack the same or another target. Each time the models attacking will be benefitting from Positive Charge. * Positive Charge combined with [[Electrify]] allows for a +4 damage swing. This is particularly spicy on [[The General]]. * Positive Charge combined with the Voltaic Halberd gives your a +4 to hit swing on the charge attack and gives it a respectable POW19. * Energizer can pull battlegroup models out of melee so they can then activate and move freely. * Energizer and Side Step means that he can move 15" non-linear if he needs to when he charges. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Single would infantry are his bread and butter. Not only does he make them highly dangerous with Positive Charge, but they give you a lot of potential triggers for his feat. ** Thanks to Positive Charge, none of them are bad. A special mention goes to Stormguard whose charge attacks will be POW17 with it. * Combined arms jacks. Both the Electro-Bombard and Railgun are amusing options for feat shots from Strykers. But should things be up close and personal, being able to just get in there and smack things is highly useful. It gets funnier if the weapon has electro-leap or Lightning Tendrils. ==== Command Cards ==== * [[Power Swell]] is always good, especially if you want to use multiple instances of Positive Charge. * Wolfe's warjacks can get into some weird spots, so [[Old Faithful]] is helpful if they've outrun your mechaniks. * [[High Alert]] can be good for triggering the feat. Make a Warjack a tempting target and put High Alert on one of your infantry. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He was a working class friend of Alain Runewood. * He's the second Anson in Cygnar after Anson Hitch. {{Storm Legion Footer}} 45e74a99647e2bff3977632862816a845d317082 Editor talkpage 0 250 968 875 2024-08-02T15:14:29Z Rork 33 wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 4ab0403b4578f21413bbbd8d0a362e2fe7a2e82f Kapitan Zahara Vilkul 0 292 970 938 2024-08-02T16:37:29Z SilentMunk 26 /* Roles and Strengths: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[SKS-6 Cadre]] [[Warcaster]]'''</span><BR> [[File:Vilkul.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Vilkul1''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 7 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 17 |} ===Abilities:=== * '''Dual Attack''' * '''Unstoppable''' * '''Tough''' * '''Resistance: Fire''' & '''Resistance: Corrosion''' * '''Pathfinder''' * '''Alchemical Mask''' This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects. * '''Field Marshal [Prowl]''' - Cohort models in this model's battlegroup gain Prowl. * '''Prowl''' - While this model has concealment, it gains Stealth. * '''Rise''' - If this model is knocked down at the beginning of your Maintenance Phase, it stands up. * '''Take Down''' - Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play ===Weapons=== {{Ranged Weapon|Thrown Axe |7|8|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: ** '''Eruption of Ash''' - On a direct hit, when a model is boxed by an attack made with this weapon, center a 3" cloud template on the boxed model and then remove that model from play. The template is a hazard that remains in play for one round. Enemy models entering or ending their activations in the template suffer a POW 12 fire damage roll. **'''Ward Breaker''' - When resolving this attack, this weapon gains Blessed.}} {{Melee Weapon|Mechanika Axe|7|1|13|* '''Magical''' * '''Weapon Master''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: ** '''Eruption of Ash''' - On a direct hit, when a model is boxed by an attack made with this weapon, center a 3" cloud template on the boxed model and then remove that model from play. The template is a hazard that remains in play for one round. Enemy models entering or ending their activations in the template suffer a POW 12 fire damage roll. **'''Ward Breaker''' - When resolving this attack, this weapon gains Blessed.}} {{Melee Weapon|Combat Knife|7|1|10|* '''Magical''' * '''Weapon Master'''}} === Feat: Pall of Ashes === Place d3+3 cloud effect template anywhere completely within Vilkul's control range. While in the templates, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them. While in a template, living models suffer -2 DEF, -2 to attack rolls, and lose Tough unless they can ignore gas effects. Pall of Ashes lasts for one round. === Spells === {{Cold Front}} {{Cyclone}} Players may choose 3 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> 3 choices gives Vilkul a lot of flexibility in the Rack. The first big choice is between Avenging Force and Fog of War, as both are self upkeeps and only one can be used at a time. * Avenging Force increases Vilkul's personal threat, another 3" pushes her into absurd threat territory * Fog of War protects her battlegroup, easily triggering prowl to give them stealth. Stealthed Khador heavies are a force to be reckoned with, reducing even more the things that can hurt them. * Tempest can be a good assassination option to keep in the back pocket - given her extreme threat ranges you can reach out even further with a spell, or use the knockdown to setup her own attacks. * Weald Secrets can spread the prowl love to infantry if you are going fog of war anyway, or using the many clouds. * Puissance boosts her personal threat even more, if you really need to smash a heavy a turn. * Superiority is just always an option. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose hit & run playstyle charges a threat, kills it then cyclones away. Cyclone can also be used after charging to reach extreme melee threat ranges: 18" before other buffs, 21" with Avenging Force, and up to 23" if you factor in a possible swift hunter (granted by the officer) on an axe throw. Vilkul also protects her army with Field Marshal [Prowl] hiding her battlegroup. * Her feat puts clouds that trigger prowl, debuff enemies and let you move through terrain or models. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == {{Winter Korps Footer}} 4ff7ead42ddec8c29cfc9082183f12731582dd40 974 970 2024-08-02T18:51:35Z 142.239.254.19 0 /* Weapons */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Khador]] [[SKS-6 Cadre]] [[Warcaster]]'''</span><BR> [[File:Vilkul.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Vilkul1''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 7 || <!--Def--> 16 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 17 |} ===Abilities:=== * '''Dual Attack''' * '''Unstoppable''' * '''Tough''' * '''Resistance: Fire''' & '''Resistance: Corrosion''' * '''Pathfinder''' * '''Alchemical Mask''' This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects. * '''Field Marshal [Prowl]''' - Cohort models in this model's battlegroup gain Prowl. * '''Prowl''' - While this model has concealment, it gains Stealth. * '''Rise''' - If this model is knocked down at the beginning of your Maintenance Phase, it stands up. * '''Take Down''' - Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play ===Weapons=== {{Ranged Weapon|Thrown Axe |7|8|1|-|13|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: ** '''Eruption of Ash''' - On a direct hit, when a model is boxed by an attack made with this weapon, center a 3" cloud template on the boxed model and then remove that model from play. The template is a hazard that remains in play for one round. Enemy models entering or ending their activations in the template suffer a POW 12 fire damage roll. **'''Ward Breaker''' - When resolving this attack, this weapon gains Blessed.}} {{Melee Weapon|Mechanika Axe|7|1|13|* '''Magical''' * '''Weapon Master''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: ** '''Eruption of Ash''' - On a direct hit, when a model is boxed by an attack made with this weapon, center a 3" cloud template on the boxed model and then remove that model from play. The template is a hazard that remains in play for one round. Enemy models entering or ending their activations in the template suffer a POW 12 fire damage roll. **'''Ward Breaker''' - When resolving this attack, this weapon gains Blessed.}} {{Melee Weapon|Combat Knife|7|1|10|* '''Magical''' * '''Weapon Master'''}} === Feat: Pall of Ashes === Place d3+3 cloud effect template anywhere completely within Vilkul's control range. While in the templates, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them. While in a template, living models suffer -2 DEF, -2 to attack rolls, and lose Tough unless they can ignore gas effects. Pall of Ashes lasts for one round. === Spells === {{Cold Front}} {{Cyclone}} Players may choose 3 Spells from the Rack List {{Winter Korps Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> 3 choices gives Vilkul a lot of flexibility in the Rack. The first big choice is between Avenging Force and Fog of War, as both are self upkeeps and only one can be used at a time. * Avenging Force increases Vilkul's personal threat, another 3" pushes her into absurd threat territory * Fog of War protects her battlegroup, easily triggering prowl to give them stealth. Stealthed Khador heavies are a force to be reckoned with, reducing even more the things that can hurt them. * Tempest can be a good assassination option to keep in the back pocket - given her extreme threat ranges you can reach out even further with a spell, or use the knockdown to setup her own attacks. * Weald Secrets can spread the prowl love to infantry if you are going fog of war anyway, or using the many clouds. * Puissance boosts her personal threat even more, if you really need to smash a heavy a turn. * Superiority is just always an option. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose hit & run playstyle charges a threat, kills it then cyclones away. Cyclone can also be used after charging to reach extreme melee threat ranges: 18" before other buffs, 21" with Avenging Force, and up to 23" if you factor in a possible swift hunter (granted by the officer) on an axe throw. Vilkul also protects her army with Field Marshal [Prowl] hiding her battlegroup. * Her feat puts clouds that trigger prowl, debuff enemies and let you move through terrain or models. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == {{Winter Korps Footer}} 5453c6d7ccb37957194782cb16ecb3b1567b39bc Captain Madison Calder 0 302 971 2024-08-02T16:51:08Z Rork 33 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | '..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Calder 1 ''' || <!--Spd--> 8 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 17 |} ===Abilities:=== * [[Birds Eye]] * [[Dodge]] * Reposition 3" * [[Unstoppable]] * [[Cavalry]] * [[Pathfinder]] * [[Dual attack]] * Resistance: Electricity ===Weapons=== {{Ranged Weapon|Electro Pulse |7|10|1|-|12|*'''Pistol''' *'''Electrical}} {{Melee Weapon|Pulse Sword|6|1|14|* '''Magical''' * '''Brutal Charge''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} === Ride the Storm === While in Calder's control range, models in her battlegroup gain +3 DEF, [[Dodge]], and [[Riposte]]. Ride the Storm lasts for one round. === Spells === {{Crusader's Call}} {{Rhythm of War}} Players may choose 3 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] since you'll be needing a damage buff in most cases. * [[Deflection]] starts making the feat really difficult to manage. * [[Arcane Shield]] can be good for a range of models, especially as she has a third rack slot. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Do you want mobility and speed? That's Calder's bag. Do you want to give your opponent nowhere to hide? Bird's eye! == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Her feat is restricted to her battlegroup. * She isn't doing much for the army outside of her battlegroup, besides a few spells that don't necessarily do what the army ''needs''. * Her personal output isn't amazing. * Warjacks under feat can be surrounded by units, meaning that they can't dodge away. == Tricks: == <!-- dot point list of cool plays and combos--> * Stack that DEF on the battlegroup. Set Defence makes the battlegroup a high risk proposition to take on, even in melee. ** Strykers will have DEF17 with the Voltaic Halberd, Coursers will have DEF 18 with the Voltaic Spear. * Take [[Sentry Duty]] and even models with Stealth have to worry about her battlegroup. * Remember that you can choose the order for Dodge and Riposte under the feat. You can Riposte to attack then dodge away, or just dodge away if you don't want the attack (particularly true against Hyper Aggressive models). * She has Pathfinder and Dodge - sit in a forest and she becomes very hard to hit at range. * Bird's Eye is not restricted to ranged attacks - give a Stryker the [[Relentless Charge]] head and they can be surprising your opponent's important targets behind a forest. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * She's a candidate for a large battlegroup, so [[Arcane Mechaniks]] are a top choice. * [[Assailers]] suddenly become pretty zippy and are a good target for Arcane Shield. * [[Storm Lances]] become ''very'' zippy since they will now threaten 15". * Most of the army outside of the medium based units will have a 13" minimum threat range thanks to Crusader's Call. ==== Command Cards ==== * [[Defenses]] allows you to lean into the feat with some barriers for your models to hide behind. Strykers with Relentless Charge, the officer giving out pathfinder or Calder bringing [[Onslaught]] means they only disadvantage your opponent. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * When the 2024 dynamic update removed Desperate Pace from the officer, Calder gained Crusader's Call to replace Watcher. {{Storm Legion Footer}} fb9d1f6792ff7777da7c66c9d595911cd77ca907 Cygnar Storm Legion 0 42 972 939 2024-08-02T16:55:39Z Rork 33 /* Major Anson Wolfe */ wikitext text/x-wiki [[File:Cygnar_Banner.webp|right|text-top|400px]] == Why Play Storm Legion == [[File:Storm Legion Starter Banner.webp|thumb]] Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. With prominent combinations of electrical themes and an abundance of ranged attack options, the Cygnar Storm Legion primarily make use of buffs to enhance armor and range and exploit attack lanes. == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === Clad in a galvanically charged suit of advanced ironhead armor, Captain Raef Huxely dominates any terrain he chooses to tread, whether striding across the earth or taking to the heavens above. With two potent configurations to choose from, Sky Stormer or Ground Assault, Huxley is prepared to meet any opposition thrown his way. === [[Major Allister Caine]] === === [[Major Anson Wolfe]] === Wolfe is a veteran warcaster who drowns out the events of his past in battle. Wolfe is a good all-round caster who brings tools for improved speed, accuracy and damage. He typically brings infantry heavy armies. === [[Mechanik Adept Sparkhammer]] === == Warjacks == '''Light Chassis (40mm)''' *[[Courser]] '''Heavy Chassis (50mm)''' *[[Stryker]] *[[The General]] ==Solos== *[[Legionnaire Officer]] *[[Lieutenant Sara Brisbane]] *[[Sharpshooter]] *[[Specialist Tyson Vas]] *[[Weather Station]] *[[Zephyr]] ==Units== *[[Arcane Mechaniks]] *[[Storm Callers]] *[[Storm Lance Legionnaires]] *[[Storm Vanes]] *[[Stormblade Legionnaires]] *[[Stormguard Legionnaires]] *[[Stormthrower Legionnaires]] *[[Tempest Assailers]] *[[Tempest Thunderers]] ==Command Attachments== *[[Legionnaire Standard Bearer]] =Mercenaries= ==Mercenary Solos== *[[Alexia, Queen of the Damned]] *[[Carver Ultimus]] *[[Eilish Garrity, the Dark Traitor]] *[[Eiryss, Shadow of the Retribution]] *[[Krueger, Wrath of Blighterghast]] *[[Magnus the Unstoppable]] ==Mercenary Battle Engines== *[[Sky Bomber]] *[[Sky Raider]] {{Storm Legion Footer}} c2390ff0d04367887015478a5277f85df744130e Orgoth Sea Raiders 0 40 973 922 2024-08-02T17:40:28Z Hashmal 34 /* Why Play Orgoth Sea Raiders */ wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. More than a few models have the ability to drag your opponent across the table into your lines, poor positioning on your opponents side can very rapidly be exploited for what feels like free points, punishing your opponent for not getting up the board to mix it up in melee with you. Our casters are generally active, and usually want to be sitting just behind the front lines to maximize the effect they have on the board. In essence, Orgoth must rely on its ability to apply layers of buffs to a situation in order to achieve victory. Whether it be offensive or defensive, a crafty Orgoth player needs to know what numbers to change in order to achieve victory and send their opponent screaming to the halls of the Felgoeth. Some of Orgoth's Main features include: * '''Powerful Jack Choices''' - The Jackal and Tyrant each have amazing weapons and profiles. Where jackals are cheap, light, and often annoying melee presences or mobile arc nodes, Tyrants are absolute monsters capable of easily trading out with other heavies and sticking around afterward, or taking some ranged options and chewing through enemies from afar. * '''Outstanding Problem Solving Tools''' - Orgoth have a lot of great tools for getting around some of the more prevalent defensive tech in the game. Innate high armor swings with damage upkeeps, the ability to ignore tough with Entropic Force effects from Butcher or Maulgreth, or racking Silence of Death. Blessed weapons are relatively prevalent to deal with armor spells on your opponents side. * '''Threat Saturation''' - Many things in Orgoth are dangerous for your opponent have around on the board for an extended period of time. From berserker solos and units that can wipe out entire units even after taking some hits to Tyrants and Ghrotten that can take way more effort than your opponent is willing to dedicate to take out. Many of our threats have ways of moving closer and shortening the distance once damaged, making sure to get a counter hit in next turn should they survive. With the right offensive application, almost anything is a threat to your opponents key pieces. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. Is a fantastic starting point and introduction to the Faction's main game plan, but will have you missing Fate-Blessed when you do switch up your leader choice. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. Can start the attrition game off well with a devastating feat turn that can pick up two heavies worth of points if your opponent isn't careful, and has the ability to assassinate most leaders that aren't camping at least 2 of their respective resources. Can run pretty hot as she has multiple uses for her whole stack of focus every turn, . Can't always do much for things that aren't in her battlegroup, so wants to bring things that can mostly deliver themselves. Her gameplan is pretty straightforward, usually involving shooting your opponent from outside effective retaliation range and maintaining enough presence on scenario elements to not get shut out while continuing to do work. Can prove frustrating to new players, as she can be incredibly punishing if positioned wrong or if your target acquisition is a little off. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed being a mathematical nightmare for your opponent, and one of the best defensive spells in the game. Can slightly extend his armies threat with Gate of Worlds and generally being highly effective into armies that bring a lot of living warrior models or that don't have that much hit fixing. Also has a non-trivial assassination run with turning himself incorporeal and charging someone's caster to teleport them within range of a couple of your heavies should things get dire late game. Is a bit of a fragile caster at 15/15 but more than makes up for it by making the army in front him uncomfortable to remove for all but the most accurate armies. Can be difficult to pilot given the armies anti-synergy with providing souls to Oriax on top of being a relatively high complexity caster, but once learned is a terrifying list to stare down. === [[Orsus the Betrayed]] === Orsus is a brutal instrument. While a beast of a melee presence in his own right, he also offers potent support tools in the form of Hand of Destruction to enhance the output of his battlegroup and Hunter's Mark to provide a universal threat extension to his army. While only being able to rack 1 spell is a little rough, and the inability to cast Carnage and Windstorm may land him in a more niche position in a pairing, he can still help his army perform in ways other casters in faction may have difficulty with. His feat provides a solid opportunity to get around any of an opponents tech like Tough, healing, and preventing jacks or beasts from healing crippled systems or aspects the next turn, providing a much less efficient counter punch for your opponent. Berserk and Blood-Quenched provide a hefty defensive buff to him if he can get stuck in the right place, and at Mat 9 Pow 16 base there's not much that he can't kill. Can possibly be a good starting point to the faction, will require more testing. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a young Orgoth warlord with a lot to prove, and sometimes needs to take big risks in order to achieve her gameplan. Her signature spell Perdition accelerates her battlegroup to obscene ranges, which will make your opponent think twice about putting their prized warjack or warbeast forward. Being one of the two casters with an intrinsic damage buff in Crippling Grasp, she has a lot of extra damage to throw around in any given turn. Both Perdition and Crippling Grasp are offensive spells, so she'll need an arc node if she wants to be safe after spending the focus she'll need to cast them and make sure they go off. Berserk Jackals turn into infantry mulchers with her Field Marshall overtake giving movement every time they kill a model. Her Feat lets her cast every single spell on her card once for free, letting you cycle all your buffs and produce major value for your turn if you plan it all correctly. She is one of our casters with a higher skill floor, as she can only do so much on any turn besides her feat, and needs to have a backup should Perdition fail. {{Orgoth Sea Raiders Footer}} 2dd4623e341582e859764899791831f31f89c114 Deepborn Dire Troll 0 101 975 362 2024-08-02T19:41:23Z 98.33.90.65 0 /* Downsides: */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 0244ea616ad36bf720f6c5825cad3a3d13174f88 976 975 2024-08-02T19:44:28Z 98.33.90.65 0 /* Role and Strengths: */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' *'''Critical Blind'''}} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * '''Drag'''}} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 544c7f4d4e4c8b17ef436da30f31016dd403a01f User:Piotr 2 303 977 2024-08-02T19:50:10Z Piotr 35 Created page with "Hi, I'm Piotr. I've been playing Warmachine & Hordes since Mk2 and enjoy this game very much. By no means am I a pro player, rather mediocre at best. You can check my Longshanks profile '''28948''' or reach out to me on Discord at '''piotrek3651'''." wikitext text/x-wiki Hi, I'm Piotr. I've been playing Warmachine & Hordes since Mk2 and enjoy this game very much. By no means am I a pro player, rather mediocre at best. You can check my Longshanks profile '''28948''' or reach out to me on Discord at '''piotrek3651'''. 31fbc952318910dbfd04190fd2e25ab8afae0cbe 996 977 2024-08-02T21:22:39Z Piotr 35 wikitext text/x-wiki == Welcome to Piotr's Warmachine & Hordes Page == === About Me === Hey there! I'm '''Piotr''', a fellow Warmachine & Hordes player from Poland. It's my first time ever as a contributor :) === My Profiles === * '''Longshanks Profile ID''': 28948 * '''Discord''': piotrek3651 === My Warmachine & Hordes Journey === I've been into Warmachine & Hordes since the Mk2 edition. It's been a wild ride with lots of strategic gameplay and great community vibes. Over the years, I've bought, painted, and played most of the factions, some more than once. I even worked in a painting studio for a while. I might not be top-tier, but my passion for the game is what keeps me going and getting better. === Contact Me === Hit me up on Discord for any Warmachine & Hordes chat or if you want to set up a game on Wartable. Check out my stats and progress on my Longshanks profile too. Thanks for stopping by! 57d7a4104717ff1cc6c73241428a2cfabf1a763e 999 996 2024-08-02T21:29:14Z Piotr 35 wikitext text/x-wiki == Welcome to Piotr's Warmachine & Hordes Page == === About Me === Hey there! I'm '''Piotr''', a fellow Warmachine & Hordes player from Poland. It's my first time ever as a contributor :) === My Profiles === * '''Longshanks Profile ID''': 28948 * '''Discord''': piotrek3651 === My Warmachine & Hordes Journey === I've been into Warmachine & Hordes since the Mk2 edition. It's been a wild ride with lots of strategic gameplay and great community vibes. Over the years, I've bought, painted, and played most of the factions, some more than once. I even worked in a painting studio for a while. I might not be top-tier, but my passion for the game is what keeps me going and getting better. === Contact Me === Hit me up on Discord for any Warmachine & Hordes chat or if you want to set up a game on Wartable. Check out my stats and progress on my Longshanks profile too. Thanks for stopping by! c3a3507e1c71523c73cccf3047089f5c28b2f935 File:Incarnate Knights.png 6 304 978 2024-08-02T20:08:56Z Piotr 35 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 979 978 2024-08-02T20:11:06Z Piotr 35 Piotr uploaded a new version of [[File:Incarnate Knights.png]] wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 997 979 2024-08-02T21:26:56Z Piotr 35 Piotr uploaded a new version of [[File:Incarnate Knights.png]] wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Captain Athena di Baro 0 120 980 597 2024-08-02T20:13:58Z Rork 33 /* Recommended Rack choices */ wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Barol]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. '''Polarity Field''': This model cannot be targeted by a charge or slam power attack made by a construct model. ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> It comes down to how you want to balance offence vs defence. * [[Electrify]] is always helpful if you want to do damage. * [[Deflection]] is helpful generally, and even more annoying on feat turn. * [[Arcane Shield]] is similarly helpful, especially when stacked with [[Defense Formation]] or [[Shield Wall]]. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 96dcd7e0729005c50d61425b20c4aeb50dab47d2 981 980 2024-08-02T20:15:07Z Rork 33 /* Downsides: */ wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Barol]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. '''Polarity Field''': This model cannot be targeted by a charge or slam power attack made by a construct model. ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> It comes down to how you want to balance offence vs defence. * [[Electrify]] is always helpful if you want to do damage. * [[Deflection]] is helpful generally, and even more annoying on feat turn. * [[Arcane Shield]] is similarly helpful, especially when stacked with [[Defense Formation]] or [[Shield Wall]]. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * No speed buff means her armies are fairly predictable. * No damage buff means you're likely to struggle into extreme ARM skews. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 6aa92b5c369388f477fba67dcefcc8d55a2cfcd9 982 981 2024-08-02T20:16:20Z Rork 33 /* Downsides: */ wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Barol]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. '''Polarity Field''': This model cannot be targeted by a charge or slam power attack made by a construct model. ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> It comes down to how you want to balance offence vs defence. * [[Electrify]] is always helpful if you want to do damage. * [[Deflection]] is helpful generally, and even more annoying on feat turn. * [[Arcane Shield]] is similarly helpful, especially when stacked with [[Defense Formation]] or [[Shield Wall]]. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * No speed buff means her armies are fairly predictable. * No damage buff means you're likely to struggle into extreme ARM skews. * Relatively low focus, which is problematic since she leans quite heavily on upkeep spells and would like to use Open Fire a fair bit. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} be49df569b36654054f8c2f2525228c905fb4534 983 982 2024-08-02T20:18:56Z Rork 33 /* Roles and Strengths: */ wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Barol]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. '''Polarity Field''': This model cannot be targeted by a charge or slam power attack made by a construct model. ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> It comes down to how you want to balance offence vs defence. * [[Electrify]] is always helpful if you want to do damage. * [[Deflection]] is helpful generally, and even more annoying on feat turn. * [[Arcane Shield]] is similarly helpful, especially when stacked with [[Defense Formation]] or [[Shield Wall]]. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Athena is a caster who wants her army to either take an alpha strike, or delay it with her feat so she can alpha with her (relatively) slow army. She wants to use rules like Set Defense, Defense Formation and any DEF/ARM boosting rules or spells to make an enemy alpha strike fail. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * No speed buff means her armies are fairly predictable. * No damage buff means you're likely to struggle into extreme ARM skews. * Relatively low focus, which is problematic since she leans quite heavily on upkeep spells and would like to use Open Fire a fair bit. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 291838b45f474eeefce96f00992194e8c55bd984 985 983 2024-08-02T20:32:09Z Rork 33 /* Tricks: */ wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Barol]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. '''Polarity Field''': This model cannot be targeted by a charge or slam power attack made by a construct model. ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> It comes down to how you want to balance offence vs defence. * [[Electrify]] is always helpful if you want to do damage. * [[Deflection]] is helpful generally, and even more annoying on feat turn. * [[Arcane Shield]] is similarly helpful, especially when stacked with [[Defense Formation]] or [[Shield Wall]]. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Athena is a caster who wants her army to either take an alpha strike, or delay it with her feat so she can alpha with her (relatively) slow army. She wants to use rules like Set Defense, Defense Formation and any DEF/ARM boosting rules or spells to make an enemy alpha strike fail. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * No speed buff means her armies are fairly predictable. * No damage buff means you're likely to struggle into extreme ARM skews. * Relatively low focus, which is problematic since she leans quite heavily on upkeep spells and would like to use Open Fire a fair bit. == Tricks: == <!-- dot point list of cool plays and combos--> * Using the feat well is absolutely key. Although it buffs your own attack rolls, Cygnar lists don't typically struggle in hitting. So you really want to feat, get whatever benefit you can from it offensively, but tempt your opponent to come into your control range so you can then grind them down or counterattack. Anything that means your enemy will be less likely to hit or do less damage is her thing. ** [[Assailers]] can be ARM23 with Arcane Shield, which is all too easy to bounce off of under her feat. ** Have a [[Courser]] babysit a [[Stryker]] to benefit from Defense Formation. Give the Courser the [[Shield Guard]] head and anything that does get through keeps your heavy in the game that much longer. *** [[Lieutenant Sara Brisbane]] can add Fail Safe to make that an even tougher nut. *** Both warjacks like Set Defense from the halberd or spear. ** Open Fire shots benefit from her feat. ** Any merc choices benefit from her feat since it only specifies 'Friendly' - Models like [[Eiryss, Shadow of Retribution]] are even more ridiculously accurate. * If you take [[the General]], you have two possible options for Righteous Vengeance from it and di Baro's Hallowed Avenger and thus some form of threat extension. ** It does rely on your opponent killing models of yours, which is at odds with her feat. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 11275dfdf85491c4d86b3679c122eea6a62ff948 987 985 2024-08-02T20:34:18Z Rork 33 /* Captain Athena di Baro */ sp wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Baro]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. '''Polarity Field''': This model cannot be targeted by a charge or slam power attack made by a construct model. ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> It comes down to how you want to balance offence vs defence. * [[Electrify]] is always helpful if you want to do damage. * [[Deflection]] is helpful generally, and even more annoying on feat turn. * [[Arcane Shield]] is similarly helpful, especially when stacked with [[Defense Formation]] or [[Shield Wall]]. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Athena is a caster who wants her army to either take an alpha strike, or delay it with her feat so she can alpha with her (relatively) slow army. She wants to use rules like Set Defense, Defense Formation and any DEF/ARM boosting rules or spells to make an enemy alpha strike fail. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * No speed buff means her armies are fairly predictable. * No damage buff means you're likely to struggle into extreme ARM skews. * Relatively low focus, which is problematic since she leans quite heavily on upkeep spells and would like to use Open Fire a fair bit. == Tricks: == <!-- dot point list of cool plays and combos--> * Using the feat well is absolutely key. Although it buffs your own attack rolls, Cygnar lists don't typically struggle in hitting. So you really want to feat, get whatever benefit you can from it offensively, but tempt your opponent to come into your control range so you can then grind them down or counterattack. Anything that means your enemy will be less likely to hit or do less damage is her thing. ** [[Assailers]] can be ARM23 with Arcane Shield, which is all too easy to bounce off of under her feat. ** Have a [[Courser]] babysit a [[Stryker]] to benefit from Defense Formation. Give the Courser the [[Shield Guard]] head and anything that does get through keeps your heavy in the game that much longer. *** [[Lieutenant Sara Brisbane]] can add Fail Safe to make that an even tougher nut. *** Both warjacks like Set Defense from the halberd or spear. ** Open Fire shots benefit from her feat. ** Any merc choices benefit from her feat since it only specifies 'Friendly' - Models like [[Eiryss, Shadow of Retribution]] are even more ridiculously accurate. * If you take [[the General]], you have two possible options for Righteous Vengeance from it and di Baro's Hallowed Avenger and thus some form of threat extension. ** It does rely on your opponent killing models of yours, which is at odds with her feat. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} e00af706f0dc43f002ff45351c0aa80cbfcce6c5 Incarnate Knights 0 305 984 2024-08-02T20:29:56Z Piotr 35 Created page with "''The Incarnate Knights flood into the gaps, swinging their oversized flails to batter and fracture stone and steel '' [[File:Incarnate_Knights.png|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' I..." wikitext text/x-wiki ''The Incarnate Knights flood into the gaps, swinging their oversized flails to batter and fracture stone and steel '' [[File:Incarnate_Knights.png|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Incarnate Knights''' || <!--Spd--> 7 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 18 || <!--HP--> 10 |} ===Abilities:=== '''Cavalry'''<br> '''Unstoppable'''<br> '''Pathfinder''' <br> '''Soulless''' <br> '''Steady''' <br> '''Reposition [2"]''' <br> '''Battle-Driven''' - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Shatterer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14| '''Chain weapon''' <br> '''Critical knockdown''' <br>}} == Role and Strengths: == First and foremost - durable. With 18 base arm, 20 with battle driven and 10 hitpoints they can absorb substantial amount of punishment before going down. <br> With spd 7, pathfinder and reposition they will most likely get where you need them and stay there for a while. <br> They can be easily used to jam opponent, hold or contest crucial scenario pieces. == Downsides: == Only one attack with base power 14 is rarely enough to kill 11 points in a game. Their offensive output is not why you take them == Synergy == Anything that buffs their armor is nice. They are good target for Dragons Blood, and benefit greatly with Rasyk's Battle Formation or Ravyn's Mortal Fear. <br> +2 charge range from Hunter's mark will also help with delivering them * == Tricks == Combo with Excarnation of Blackest Night and Conjurers aura to make them effectively 15/22 * {{Khymaera Footer}} 0f9e482a6f840d3c9350a0c3d3c1727a87681c00 986 984 2024-08-02T20:33:28Z Piotr 35 wikitext text/x-wiki ''The Incarnate Knights flood into the gaps, swinging their oversized flails to batter and fracture stone and steel '' [[File:Incarnate_Knights.png|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Incarnate Knights''' || <!--Spd--> 7 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 18 || <!--HP--> 10 |} ===Abilities:=== '''Cavalry'''<br> '''Unstoppable'''<br> '''Pathfinder''' <br> '''Soulless''' <br> '''Steady''' <br> '''Reposition [2"]''' <br> '''Battle-Driven''' - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round. <br> ===Weapons=== {{Melee Weapon|<!--Name-->Shatterer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14| '''Chain weapon''' <br> '''Critical knockdown''' <br>}} * == Role and Strengths: == First and foremost - durable. With 18 base arm, 20 with battle driven and 10 hitpoints they can absorb substantial amount of punishment before going down. <br> With spd 7, pathfinder and reposition they will most likely get where you need them and stay there for a while. <br> They can be easily used to jam opponent, hold or contest crucial scenario pieces. * == Downsides: == Only one attack with base power 14 is rarely enough to kill 11 points in a game. Their offensive output is not why you take them * == Synergy == Anything that buffs their armor is nice. They are good target for Dragons Blood, and benefit greatly with Rasyk's Battle Formation or Ravyn's Mortal Fear. <br> +2 charge range from Hunter's mark will also help with delivering them * == Tricks == Combo with Excarnation of Blackest Night and Conjurers aura to make them effectively 15/22 * {{Khymaera Shadowflame Shard Footer}} b71c10bcd5e4d8fc2fce9012727141343b08a0d3 990 986 2024-08-02T20:51:38Z Piotr 35 wikitext text/x-wiki ''The Incarnate Knights flood into the gaps, swinging their oversized flails to batter and fracture stone and steel.'' [[File:Incarnate_Knights.png|thumb|right]] == Statistics == {| class="wikitable" style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Incarnate Knights''' || 7 || - || 7 || - || 11 || 18 || 10 |} === Abilities === '''Cavalry'''<br> '''Unstoppable'''<br> '''Pathfinder'''<br> '''Soulless'''<br> '''Steady'''<br> '''Reposition [2"]'''<br> '''Battle-Driven''' - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved, models in this unit gain +2 STR and ARM and Pathfinder for one round. === Weapons === {{Melee Weapon|<!--Name-->Shatterer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14| '''Chain weapon'''<br> '''Critical knockdown'''<br> }} == Role and Strengths == First and foremost, durable. With 18 base ARM, 20 with Battle-Driven, and 10 hitpoints, they can absorb a substantial amount of punishment before going down.<br> With SPD 7, Pathfinder, and Reposition, they will most likely get where you need them and stay there for a while.<br> They can be easily used to jam the opponent, hold, or contest crucial scenario pieces. == Downsides == Only one attack with base power 14 is rarely enough to kill 11 points in a game. Their offensive output is not why you take them. == Synergy == Anything that buffs their armor is nice. They are a good target for Dragon's Blood and benefit greatly from Rasyk's Battle Formation or Ravyn's Mortal Fear.<br> +2 charge range from Hunter's Mark will also help with delivering them. == Tricks == Combo with Excarnation of Blackest Night and Conjurer's Aura to make them effectively 15/22. {{Khymaera Shadowflame Shard Footer}} ad8d1680700f0981020e587580b511c424b844fe 991 990 2024-08-02T21:05:12Z Piotr 35 /* Role and Strengths */ wikitext text/x-wiki ''The Incarnate Knights flood into the gaps, swinging their oversized flails to batter and fracture stone and steel.'' [[File:Incarnate_Knights.png|thumb|right]] == Statistics == {| class="wikitable" style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Incarnate Knights''' || 7 || - || 7 || - || 11 || 18 || 10 |} === Abilities === '''Cavalry'''<br> '''Unstoppable'''<br> '''Pathfinder'''<br> '''Soulless'''<br> '''Steady'''<br> '''Reposition [2"]'''<br> '''Battle-Driven''' - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved, models in this unit gain +2 STR and ARM and Pathfinder for one round. === Weapons === {{Melee Weapon|<!--Name-->Shatterer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14| '''Chain weapon'''<br> '''Critical knockdown'''<br> }} == Role and Strengths == Surivability - 18 arm and 10 hitpoints make them quite hard to kill, and they go to 20 arm after any of them gets hurt. Both arm and def can be further buffed. This makes them obnoxious to kill in right circumstances. Def 11 is plain bad, but with steady and pathfinder it can be easily buffed with defenses barrier to give them cover if needed<br> Positioning - With SPD 7, Pathfinder, and Reposition, they will most likely get where you need them and stay there for a while. Threat range 12' is not bad, meele range 2 is expected and good <br> Role - They can be easily used to jam the opponent, hold, or contest crucial scenario pieces. == Downsides == Only one attack with base power 14 is rarely enough to kill 11 points in a game. Their offensive output is not why you take them. == Synergy == Anything that buffs their armor is nice. They are a good target for Dragon's Blood and benefit greatly from Rasyk's Battle Formation or Ravyn's Mortal Fear.<br> +2 charge range from Hunter's Mark will also help with delivering them. == Tricks == Combo with Excarnation of Blackest Night and Conjurer's Aura to make them effectively 15/22. {{Khymaera Shadowflame Shard Footer}} 47049cf277cd7631baf4d13ad92bfb2d8e3f1321 992 991 2024-08-02T21:05:39Z Piotr 35 wikitext text/x-wiki ''The Incarnate Knights flood into the gaps, swinging their oversized flails to batter and fracture stone and steel.'' [[File:Incarnate_Knights.png|thumb|right]] == Statistics == {| class="wikitable" style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Incarnate Knights''' || 7 || - || 7 || - || 11 || 18 || 10 |} === Abilities === '''Cavalry'''<br> '''Unstoppable'''<br> '''Pathfinder'''<br> '''Soulless'''<br> '''Steady'''<br> '''Reposition [2"]'''<br> '''Battle-Driven''' - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved, models in this unit gain +2 STR and ARM and Pathfinder for one round. === Weapons === {{Melee Weapon|<!--Name-->Shatterer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14| '''Chain weapon'''<br> '''Critical knockdown'''<br> }} == Role and Strengths == Survivability - 18 arm and 10 hitpoints make them quite hard to kill, and they go to 20 arm after any of them gets hurt. Both arm and def can be further buffed. This makes them obnoxious to kill in right circumstances. Def 11 is plain bad, but with steady and pathfinder it can be easily buffed with defenses barrier to give them cover if needed<br> Positioning - With SPD 7, Pathfinder, and Reposition, they will most likely get where you need them and stay there for a while. Threat range 12' is not bad, meele range 2 is expected and good <br> Role - They can be easily used to jam the opponent, hold, or contest crucial scenario pieces. == Downsides == Only one attack with base power 14 is rarely enough to kill 11 points in a game. Their offensive output is not why you take them. == Synergy == Anything that buffs their armor is nice. They are a good target for Dragon's Blood and benefit greatly from Rasyk's Battle Formation or Ravyn's Mortal Fear.<br> +2 charge range from Hunter's Mark will also help with delivering them. == Tricks == Combo with Excarnation of Blackest Night and Conjurer's Aura to make them effectively 15/22. {{Khymaera Shadowflame Shard Footer}} 898cb2d24c983cd886a47800498c740bf8048a7b 993 992 2024-08-02T21:06:30Z Piotr 35 wikitext text/x-wiki ''The Incarnate Knights flood into the gaps, swinging their oversized flails to batter and fracture stone and steel.'' [[File:Incarnate_Knights.png|thumb|right]] == Statistics == {| class="wikitable" style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Incarnate Knights''' || 7 || - || 7 || - || 11 || 18 || 10 |} === Abilities === '''Cavalry'''<br> '''Unstoppable'''<br> '''Pathfinder'''<br> '''Soulless'''<br> '''Steady'''<br> '''Reposition [2"]'''<br> '''Battle-Driven''' - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved, models in this unit gain +2 STR and ARM and Pathfinder for one round. === Weapons === {{Melee Weapon|<!--Name-->Shatterer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14| '''Chain weapon'''<br> '''Critical knockdown'''<br> }} == Role and Strengths == Survivability - 18 arm and 10 hitpoints make them quite hard to kill, and they go to 20 arm after any of them gets hurt. Both arm and def can be further buffed. This makes them obnoxious to kill in right circumstances. Def 11 is plain bad, but with steady and pathfinder it can be easily buffed with defenses barrier to give them cover if needed<br> Positioning - With SPD 7, Pathfinder, and Reposition, they will most likely get where you need them and stay there for a while. Threat range 12' is not bad, meele range 2 is expected and good <br> Role - They can be easily used to jam the opponent, hold, or contest crucial scenario pieces. == Downsides == Only one attack with base power 14 is rarely enough to kill 11 points in a game. Their offensive output is not why you take them. == Synergy == Anything that buffs their armor is nice. They are a good target for Dragon's Blood and benefit greatly from [[Rassyk, Spawn of Shadows|Rassyk's]] Battle Formation or [[Ryvyn, The Onyx Rampant|Ravyn's]] Mortal Fear.<br> +2 charge range from Hunter's Mark will also help with delivering them. == Tricks == Combo with Excarnation of Blackest Night and [[Incarnate Conjuror|Conjurer's]] Aura to make them effectively 15/22. {{Khymaera Shadowflame Shard Footer}} 7de27e8c4548664a3b7758f1895edc48f272545b Spell template 0 306 1000 2024-08-02T22:05:20Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Spell name</big> ''' || <!--Cost--> || <!--rng--> || <!--AOE--> || <!--pow-->||<!--dur--> || <!--Off--> |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> |}" wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Spell name</big> ''' || <!--Cost--> || <!--rng--> || <!--AOE--> || <!--pow-->||<!--dur--> || <!--Off--> |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> |} bffe8e3cde5d2c37edfd5c8a2580cb971976c289 Editors Style Guide 0 6 1001 797 2024-08-02T22:06:48Z Gedditoffme 2 /* Templates */ wikitext text/x-wiki Wikis grow organically based on the enthusiasm of editors, however a consistent style and quality helps ensure a useful resource for readers. Please discuss thoughts, concerns, or the direction of the wiki with other editors on [[Editor talkpage]] == Templates == Copy and paste an existing page and follow the same format. Some 'blank' pages with comments & guidance are below - just 'edit', copy and paste to the new page, and start filling in the blanks. * [[Model Blank Template]] for most units, solos etc * [[Warcaster Blank Template]] for Warcasters, Warlocks, Masters * [[Warjack Loadout Blank Template]] for Mk4 Warjacks, Warbeasts or Monstrosities with multiple weapon options * [[Spell template]] for Warcaster spells. == Naming conventions == Pages are named after models exactly as written in the app Characters can be shortened to just the the single name (and number if necessary) on the model's profile. Redirect links should take the single name to their full page. == Quick guide to wikicode == Most of the time you should just copy the code from another page or the above templates, delete the text in each section and modify from there. The code is simple enough that you'll probably work it out by doing this - some tips below. * <nowiki>[[Pagename]]</nowiki> to link to Pagename ** As a guideline, whenever you reference another model, or any other page in this wiki you should link there * <nowiki>{{Template}}</nowiki> to insert the contents of Template ** This wiki uses templates for spells, so can reuse them in a consistent format. ** Each page also has a footer template that gives links to the rest of the army. ** Melee and Ranged weapons have a template that plugs the numbers you give it into the right places. Best way is to copy and paste another model's weapons and work it out. * <nowiki>*</nowiki> at the start of a line puts it as a bullet point. <nowiki>**</nowiki> indents it more as a 'subpoint' ** Most text under a section should be in short bullet points - it helps with readability. There might be an introductory sentence to set the scene or draw attention to the biggest point - eg summarising why you take a model before iterating all it's strengths. * <nowiki>== Heading ==</nowiki> is used for headings. More = signs makes it a lower level subheading ** Headings generally copy the format from another article * Experiment with the text editor icons - they are a simple way to add images, links, redirects or tables. There's a more detailed guide here https://en.wikipedia.org/wiki/Help:Wikitext, or you can look up any guides to Mediawiki. == Rules for editors == === 1 Please edit! === We want as many voices as possible. * If a page is missing from your faction, start it. * If a synergy, or awesome play is missing from your favourite model, edit the article to add it * If it's your first time and you make a mistake, someone can clean it up. This resource will only be as good as the community can make it - and we'd love your input === 2 Be Positive === Presumption that a model was designed with a purpose, and find the reason to use it. "PP Plz Buff" is not the goal of this wiki. * Focus on the good points rather than what is missing. * If the model is overshadowed by a model with a similar role, feel free to call it out and why. But don't dwell too long on this, and highlight the positive point of difference. * A cheap model will be missing some things: consider its value. === 3 Explain Why === Use good but brief reasoning to say why. * Instead of "Synergy with Krol", say "Krol's leadership ability gives Wrecking Crew tough while within 10" === 4 Be respectful === * We're here because we enjoy Warmachine! Be nice * Seek to understand or expand if you don't agree with an edit. Be curious about the difference, and don't revert changes without exploring more. = Wiki Structure = The goal is for each of the following to exist * A landing page for each army, including an index of available models and general playstyle * A page for each model * A template page for each spell a16e93ff74a5483ca387adc6bef58515009ea0af Editor talkpage 0 250 1002 968 2024-08-02T22:08:19Z Gedditoffme 2 wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 2c38e89f6b327ab73db6b8aba66e7f7cfea4a299 Prisoner 102822 0 72 1003 428 2024-08-02T22:12:22Z 142.239.254.19 0 /* Weapons */ wikitext text/x-wiki = Prisoner102822 = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Winter Korps]] [[House Kallyss]] [[Solo]]'''</span> [[File:Prisoner-102822-painted-for-pp-v0-x5vdfgv5zzfa1.webp|thumb|right]] ''Now known only by her designation as a convict since all record of her existence was lost during the recent troubles, 102822 was sentenced to serve the Khadoran Empire as a Doom Reaver for her transgressions committed while serving within the Winter Guard. Over time, 102822 began to manifest a rare degree of control over the fellblade that she bore, enabling her to slip from the arcane control her Greylord masters held over her. As a result, 102822 was able to flee from the front lines in Llael, where she was bound to die at the vanguard of some fruitless assault. Slipping over the border into Ios, she was captured by agents of the Retribution, who had use for the living weapon 102822 had become. With the return of the Orgoth, she has been unleashed once more on the lands of Khador, where she has been abandoned to hunt the ancient enemy, sowing death and chaos wherever she wanders.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Prisoner 102822''' || 6 || - || 8 || - || 14 || 16 || 8 |} ===Abilities:=== *'''Tough''' *'''Advanced Deploy''' *'''Blood-Quenched''' - This model gains a cumulative +1 ARM and +1 to its melee damage rolls for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. *'''Hyper-Aggressive''' - When this model suffers damage from an enemy attack, after the attack is resolved it can immediately make a full advance directly towards the attacking model. *'''Killing Spree''' - When this model destroys one or more enemy models with a melee attack during its Combat Action, after that attack is resolved this model can advance up to 1" and make one additional melee attack. *'''Spell Ward''' - This model cannot be targeted by spells. ===Weapons=== {{Melee Weapon|Fellblade|8|2|12| *'''Magical''' *'''Weaponmaster'''}} == Role and strengths == An anti-infantry piece that can theoretically kill 'Infinite' amounts of models. * Killing Spree is uncapped, she can keep killing and killing and killing. * Killing Spree is '''optional''' unlike Berserk - you don't have to attack your own models if there are only friendlies left! * Above average MAT and solid power. * Terrifying to be on the receiving end of her. Even when dice 'averages' say she shouldn't kill your entire army you'll be hesitant to leave them in her range! * Above average durability - DEF 14 ARM 16 with 8 wounds and spell ward is a great statline that doesn't accidentally die to incidental attacks. == Downsides == * An incredibly swingy model. While her attacks can go infinite after the first miss she's done. * She's vulnerable to enemy models toughing which also stop her chain. This means she's usually a '5' point model because you need to take the Savagery card. * 4-5pts is a lot for a pure combat model with no army support. * Watch out for enemy effects that prevent the model she hit from being destroyed. Killing Spree requires her to destroy the enemy model. Take-up on banners and certain weapons in units, Self-Sacrifice on Errants, or Soulless models being turned into Wights by the void engine are three example effects that can prevent her chain from continuing. == Synergy == * [[Savagery]] command card is nearly mandatory. * [[Savaryn]]’s Kill Order ability is Winter Korps main MAT buff for her to increase her reliability. * [[Hellyth]]’s Feat both buffs Prisoner defensively as well as making her targets easier to kill * [[Krueger, Wrath of Blighterghast]]'s aura gives her +1 to hit which can help her reliability * [[Tyrus]]’s Feat threat extends Prisoner * [[Sky Raider]]’s sky ladder ability should be renamed to 'Prisoner Transport' because its nearly custom made for her. == Tricks == * [[High Alert]] Command card can be used to make Prisoner into a shield guard to proc Hyper-Aggressive. If you wait until late into the turn to use it she can safely get closer to the enemy. * Use her early in a turn because she can be swingy and hard to plan for. By using her early you find out if she's going to kill 1 model or 15. {{Winter Korps Footer}} {{Dusk House Kallyss Footer}} 9ad3f4332a65040e9bf169c3654aa29d2c49b401 Reef Troll 0 307 1004 2024-08-02T22:32:28Z 98.33.90.65 0 Created page with "== Reef Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!-..." wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. {{Snipe}} |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*'''Critical Amputation''' }} <big>Ship's Wheel PC3</big> * ```Shield``` (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. * It can be a good boostable gun platform. * It can be a reasonably cheap source of Shield Guard for your warlock. * It can provide an animus (Snipe or Far Strike) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * A Ship's Gun Reef Troll in particular is quite weak if caught in melee. * Too expensive if you try to build a Reef Troll that does everything. == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 843d730c9ec56a016b6df739a6366b911897ef9c 1005 1004 2024-08-02T22:33:12Z 98.33.90.65 0 /* Head */ wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. {{Snipe}} |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*'''Critical Amputation''' }} <big>Ship's Wheel PC3</big> * ```Shield``` (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. * It can be a good boostable gun platform. * It can be a reasonably cheap source of Shield Guard for your warlock. * It can provide an animus (Snipe or Far Strike) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * A Ship's Gun Reef Troll in particular is quite weak if caught in melee. * Too expensive if you try to build a Reef Troll that does everything. == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 0da2e670195051f8a6f1b9c1df8a9637a90a8306 1010 1005 2024-08-02T22:38:54Z 2601:647:5E81:4790:205D:A4EA:4C36:E514 0 /* Booze */ wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. (A model with Snipe gains +3" range on its ranged weapons.) |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*'''Critical Amputation''' }} <big>Ship's Wheel PC3</big> * ```Shield``` (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. * It can be a good boostable gun platform. * It can be a reasonably cheap source of Shield Guard for your warlock. * It can provide an animus (Snipe or Far Strike) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * A Ship's Gun Reef Troll in particular is quite weak if caught in melee. * Too expensive if you try to build a Reef Troll that does everything. == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} b4ced2aa7df85bc21509eb4201d1be65d81b9b1a 1011 1010 2024-08-02T22:39:44Z 2601:647:5E81:4790:205D:A4EA:4C36:E514 0 /* Left Arm */ wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. (A model with Snipe gains +3" range on its ranged weapons.) |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*'''Critical Amputation''' }} <big>Ship's Wheel PC3</big> * '''Shield''' (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. * It can be a good boostable gun platform. * It can be a reasonably cheap source of Shield Guard for your warlock. * It can provide an animus (Snipe or Far Strike) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * A Ship's Gun Reef Troll in particular is quite weak if caught in melee. * Too expensive if you try to build a Reef Troll that does everything. == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} f9255fc87103a8aa9aa6863cbfa81513fc3a25ed 1014 1011 2024-08-02T23:14:40Z 98.33.90.65 0 /* Recommended loadouts */ wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. (A model with Snipe gains +3" range on its ranged weapons.) |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*'''Critical Amputation''' }} <big>Ship's Wheel PC3</big> * '''Shield''' (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. * It can be a good boostable gun platform. * It can be a reasonably cheap source of Shield Guard for your warlock. * It can provide an animus (Snipe or Far Strike) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * A Ship's Gun Reef Troll in particular is quite weak if caught in melee. * Too expensive if you try to build a Reef Troll that does everything. == Recommended loadouts == * Cheap Shield Guard: Matey Head + Any Booze + Cutlass + Boarding Axe = 6 points. Choose whichever animus your warlock wants most out of Snipe, Sprint, or Elusive (they're all the same point cost), and keep it within 3" of your warlock or other valuable models. * Premium Gun Platform: Gunner Head + Ale Tankard + Ship's Gun + Ship's Wheel = 10 points. Threatens enemies from up to 20" away (5" walk + 12" gun range + 3" snipe). Has enough fury to boost the hit, the direct damage roll and one of the blast damage rolls. With Swift Hunter, you can position it behind a building (or other LOS-blocking terrain); move until it just barely has LOS to an enemy, pop off its shot, and assuming it kills, use the Swift Hunter move to get safely back out of LOS. * Budget Gun Platform: Matey Head + Ale Tankard + Ship's Gun + Boarding Axe = 8 points. Compared to the above, it's less survivable and loses 1 RAT and Swift Hunter, but at 8 points it's a lot more spammable. If you just want a lot of gun shots for Firequill's feat turn, this might be the way to go. * Harpooner: Matey Head + Ale Tankard + Harpoon + Boarding Axe = 7 points. Play this with Ragemonger: its shield guard can help trigger Tantrum, it gives Ragemonger the snipe animus he wants, and its harpoon drag can set up Ragemonger's harpoon drag. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 3e5b207d4e4d7f6b72eea3b00605b42b40a906d7 1019 1014 2024-08-03T00:49:42Z Nindokag 27 /* Downsides: */ wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. (A model with Snipe gains +3" range on its ranged weapons.) |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*'''Critical Amputation''' }} <big>Ship's Wheel PC3</big> * '''Shield''' (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. * It can be a good boostable gun platform. * It can be a reasonably cheap source of Shield Guard for your warlock. * It can provide an animus (Snipe or Far Strike) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * The Ship's Gun is good, but only gets one shot. * If you load up on extras, you can easily build a Reef Troll that's way too expensive for a light. * The arm/head options imply a suggested melee build (Unyielding head, Sprint animus, cutlass, ship's wheel) but it's not very good - you'd much rather be using your fury budget for the turn on boosting a heavy's attacks, instead. == Recommended loadouts == * Cheap Shield Guard: Matey Head + Any Booze + Cutlass + Boarding Axe = 6 points. Choose whichever animus your warlock wants most out of Snipe, Sprint, or Elusive (they're all the same point cost), and keep it within 3" of your warlock or other valuable models. * Premium Gun Platform: Gunner Head + Ale Tankard + Ship's Gun + Ship's Wheel = 10 points. Threatens enemies from up to 20" away (5" walk + 12" gun range + 3" snipe). Has enough fury to boost the hit, the direct damage roll and one of the blast damage rolls. With Swift Hunter, you can position it behind a building (or other LOS-blocking terrain); move until it just barely has LOS to an enemy, pop off its shot, and assuming it kills, use the Swift Hunter move to get safely back out of LOS. * Budget Gun Platform: Matey Head + Ale Tankard + Ship's Gun + Boarding Axe = 8 points. Compared to the above, it's less survivable and loses 1 RAT and Swift Hunter, but at 8 points it's a lot more spammable. If you just want a lot of gun shots for Firequill's feat turn, this might be the way to go. * Harpooner: Matey Head + Ale Tankard + Harpoon + Boarding Axe = 7 points. Play this with Ragemonger: its shield guard can help trigger Tantrum, it gives Ragemonger the snipe animus he wants, and its harpoon drag can set up Ragemonger's harpoon drag. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} e69ea0663b9cbc3312b82d4ada097d2aef01d816 1020 1019 2024-08-03T00:50:39Z Nindokag 27 /* Reef Troll */ wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> FA 4. [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. (A model with Snipe gains +3" range on its ranged weapons.) |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*'''Critical Amputation''' }} <big>Ship's Wheel PC3</big> * '''Shield''' (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. * It can be a good boostable gun platform. * It can be a reasonably cheap source of Shield Guard for your warlock. * It can provide an animus (Snipe or Far Strike) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * The Ship's Gun is good, but only gets one shot. * If you load up on extras, you can easily build a Reef Troll that's way too expensive for a light. * The arm/head options imply a suggested melee build (Unyielding head, Sprint animus, cutlass, ship's wheel) but it's not very good - you'd much rather be using your fury budget for the turn on boosting a heavy's attacks, instead. == Recommended loadouts == * Cheap Shield Guard: Matey Head + Any Booze + Cutlass + Boarding Axe = 6 points. Choose whichever animus your warlock wants most out of Snipe, Sprint, or Elusive (they're all the same point cost), and keep it within 3" of your warlock or other valuable models. * Premium Gun Platform: Gunner Head + Ale Tankard + Ship's Gun + Ship's Wheel = 10 points. Threatens enemies from up to 20" away (5" walk + 12" gun range + 3" snipe). Has enough fury to boost the hit, the direct damage roll and one of the blast damage rolls. With Swift Hunter, you can position it behind a building (or other LOS-blocking terrain); move until it just barely has LOS to an enemy, pop off its shot, and assuming it kills, use the Swift Hunter move to get safely back out of LOS. * Budget Gun Platform: Matey Head + Ale Tankard + Ship's Gun + Boarding Axe = 8 points. Compared to the above, it's less survivable and loses 1 RAT and Swift Hunter, but at 8 points it's a lot more spammable. If you just want a lot of gun shots for Firequill's feat turn, this might be the way to go. * Harpooner: Matey Head + Ale Tankard + Harpoon + Boarding Axe = 7 points. Play this with Ragemonger: its shield guard can help trigger Tantrum, it gives Ragemonger the snipe animus he wants, and its harpoon drag can set up Ragemonger's harpoon drag. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 3bb4eef84bc21149d901308b7cc92d681b05595c Template:Swift Hunter 10 308 1006 2024-08-02T22:34:50Z 98.33.90.65 0 Created page with "When this model destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2"." wikitext text/x-wiki When this model destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2". 69a71f884ebb6e8fb9a88585abf48fb13848c514 Template:Shield Guard 10 309 1007 2024-08-02T22:36:05Z 98.33.90.65 0 Created page with "When a friendly model is directly hit by a non-spray ranged attack while within 3" of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary. Shield Guard can only be used once per attack." wikitext text/x-wiki When a friendly model is directly hit by a non-spray ranged attack while within 3" of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary. Shield Guard can only be used once per attack. 3faf840d8a036e7ba421b0e4cc25c906003f528c Template:Dodge 10 310 1008 2024-08-02T22:36:41Z 98.33.90.65 0 Created page with "A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved." wikitext text/x-wiki A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved. b9ad4748780e2c95133d634b556ab7cb09d0563e Template:Sprint 10 311 1009 2024-08-02T22:37:28Z 98.33.90.65 0 Created page with "At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, a model with Sprint can immediately make a full advance, then its activation ends." wikitext text/x-wiki At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, a model with Sprint can immediately make a full advance, then its activation ends. 82ad742b6d4789fce12bdfae6f4b52d931bf2b91 Khador Winter Korps 0 31 1012 934 2024-08-02T22:56:43Z 142.239.254.19 0 /* Why Play Winter Korps */ wikitext text/x-wiki == Why Play Winter Korps == Winter Korps has some of the highest quality heavy warjacks in the game leading a charge while being backed up by a flexible shooting-based infantry army. The army uses Man-o-War exosuits in place of light warjacks. There aren't many exotic debuffs or conditions you can apply to the enemy, instead you rely on excellent base stats and strong buffs to make those excellent baseline stats even better. There are a few things that stand out for Winter Korps: * '''Warjack Threat Extension''' - Every caster is capable of at least a 5" threat extension for your 'Slow' jacks. * '''A deep roster''' - Winter Korps has one of the most viable rosters in the game, with there being very few 'bad' choices. * '''Man-O-War''' - Visually striking, imposing, and with excellent rules the Man-O-War exosuits that take the place of light warjacks for Khador are an extremely compelling reason to play the army * '''Decent mercenary support''' - Multiple rack spells and caster abilities work on mercenaries == Which Caster is for me? == === [[Kapitan Ekaterina Baranova]] === Kapitan Ekaterina Baranova, is a heavily magic focused Winter Korps Warcaster that can also be immensely flexible as a support warcaster. Baranova is able to leverage any spell off of the rack and comes with Field Marshal [Channeler] to allow her to sling spells from a safe distance through her Warjacks which allows her to get a great amount of use out of the offensive spells Winter Korps has access to. Baranova has an incredible Feat, possibly one of the strongest denial feats currently in the game, comparable to Zerkova 1's feat from previous editions of the game. Baranova's Feat drops SPD of enemy models, prevents them from charging, trampling or slamming and drops the range of ranged and spell attacks. Baranovas feat is best used to hit the opponent, feat stopping the enemy from counter attacking, and then hit them again; or to guarantee that you get the alpha on a long threat range opponent. Her personal spells are excellent. Banishing Ward is the only way in the army to get spell immunity or dispel enemy upkeeps, Gallows gives you extra threat range and Invocation of Wrath amplifies the accuracy of the whole army. Her worst problem is she tends to want to do everything all at once, but never has enough Focus to do more then one or two things a turn because she is often times upkeeping 2 to 3 upkeeps spells too. However, the Power Swell command card gives her the extra Focus for the one Turn that might win you the game. If you want learn to play the resource management minigame of Warmachine Focus based armies, she is the Warcaster for you with both strong offensive and defensive options. === [[Kapitan Ilari Borisyuk]] === Kapitan Ilari Borisyuk is the Widowmaker Warcaster of the Winter Korps army. Sadly, that doesn't mean he brings something special to Winter Korps. What he does bring, is an extremely versatile gun, with very good ammo types to support his army, or contribute to the game himself. Ilari Borisyuk prefers to maximize shooting with his gun, over casting spells, so most of the time he will just upkeep one or two Spells, and then use the Rest of his Focus to Boost his shots and/or buy a second one. It is helpful to try to save at least one to two Focus on him to reduce damage during your opponents turn, because he tends to die really fast due to his very low ARM of 14 and only 16 damage boxes. He has Prowl at least, which saves him a little bit when he is able to get into concealment or cover. Before the Release of the Mastodon, he was probably Winter Korps best answer to Stealth, because he could get Eyeless Sight and then shoot something with his Flare Shot for the Rest of his Army. He has an awesome Feat, which potentially allows you to move attack with your whole Battlegroup once, before actually activating it, therefore allowing you to greatly increase the threat range of models in his battlegroup. However, there are many effects outside there preventing the trigger for his Feat, especially in Dusk House Kallyss, which makes it very hard to play him at the moment. It should be noted, that he can be the absolute King of small point games, due to the simple fact that his ammo types matter even more and he can often taken down a model or two per turn himself with less risk to himself in small point games. === [[Kapitan Yana Kovoskiy]] === Yana is one of Winter Korps melee warcaster. She rides to battle on a huge bear, she's got a mountain of initial attacks, and whether she's clearing units of infantry or tearing a heavy apart it's all playing into her strategy of triggering her Conferred Rage ability to buff her Warjacks even further. She also has 2, decent ranged attacks which have Arcing Fire and Critical Armor-Piercing, which can allow here to stand back and trigger Conferred Rage from distance if it is a bad idea to charge in and get personal with her opponents models. Yana lists can make decisions about whether they want to maximize Conferred Rage benefits by playing Warjack heavy, or playing infantry who benefit from her feat and her spell list. On a turn by turn basis, she decides whether she's supporting the army passively, or using her focus to get personally involved. Ultimately, Yana is a very rewarding caster with a flexible list build and playstyle, who gets an advantage in piece trading and the end-game because she's personally a monster combat model who can cast Battle Lust, her personal, non-Spell Rack, upkeep spells on herself, which gives her and extra die on melee damage rolls, but also gives her -2 DEF. === [[Kommander Tatiana Sikora]] === Melee Caster that loves to bring every Man-o-War playable and spam cheap Beatstick Heavys. Her Lists also tend to be some kind of Armour-Skew. Sikora is about marching a big blob of Man-o-war up the board, feating and daring your opponent to fight them. Unyielding and Iron Flesh boosts their already high resilience to insane levels. The feat also helps you hit which Suppressors appreciate, but otherwise she is mainly about melee where Positive Charge wades in. She is a stat blob looking for a punch-up in the middle of the table without thinking deep strategy. === [[Kommander Valerii Savaryn]] === Arguably, Kommander Valerii Savaryn is the best Warcaster Winter Korps has to offer, and maybe a contestant for the best Leader model in Warmachine right now. Savaryn, has a strong combination of Battle Plans, Spells, and a Feat that can pump models in Winter Korps armies up to 11. One of his battle plans, Kill Order effects all friendly warrior models, not just friend faction warriors models, which allows him to give a +2 Attack and Damage Buff to all friendly warriors models, including the various Mercenary option for Winter Korps. Savaryn, can also speed up one of his Warjacks to ludicrous levels of movement, due to the combined effects of the spells Escort and Superiority. His Feat allows his army to shoot everything, everywhere, all at once, without any Defense Tech, along with use his battle plans 3 times during is activation in any combination Savaryn wants. If you are just looking for a very strong Warcaster, with good abilities and a good Spell list, Savaryn is your Guy. === [[Kapitan Zahara Vilkul]] === (Placeholder) A personal assassination / super solo caster, whose hit & run playstyle charges a threat, kills it then cyclones away. Cyclone can also be used after charging to reach extreme melee threat ranges: 17" before other buffs, 20" with Avenging Force. Vilkul also protects her army with Field Marshal [Prowl] hiding her battlegroup. Her feat puts clouds that trigger prowl, debuff enemies and let you move through terrain or models. {{Winter Korps Footer}} 5fe2943e5f56982f772c89785c568bb61e976aed Krueger, Wrath of Blighterghast 0 277 1013 873 2024-08-02T22:58:40Z 142.239.254.19 0 /* Tricks */ wikitext text/x-wiki = Krueger, Wrath of Blighterghast = <span style="font-size: 1.2em;">'''[[Mercenary]] [[House Kallyss]] [[Storm Legion]] [[Winter Korps]] [[Solo]]'''</span> ''He is the Storm of Fire. ''Once, he was a complicated man who fought for what he believed in. Fallen in battle, his mortal remains were claimed by a cult of mad devotees to the sentinel dragon, He Who Watches the West. This former shell was hurled into the heart of a living volcano, into a cauldron of magma intermingled with dragon blood. ''But a body, no matter how transfigured by fire and blight, must be guided by a spirit of equal potency. And the soul that once inhabited this shell agreed to pay a price to the great Seether, the Boiler of Seas. As the dragon’s cult carved his mark into the newborn monstrosity they pulled from the magma, its wandering soul was pulled back into the mortal world to reunite body and soul in a glorious and terrible harmony. ''He is the bearer of the volcanic plume. He erupts into battle from the veins of the world in a fiery emergence with a sound of thunder and the crackle of cooling lava. Forests burn at his approach. Armies beneath his blazing gaze are the torches that light his way to victory. ''He is Kreuger, the Wrath of Blighterghast.'' [[File:Krueger.jpg|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Krueger 3''' || 6 || - || - || 7 || 15 || 15 || 8 |} 5pts *Mercenary [House Kallyss, Storm Legion, and Winter Korps] ===Abilities:=== *'''Resistance: Fire''' *'''Pathfinder''' *'''Gunfighter''' *'''Eyeless Sight''' *'''Advanced Deployment''' *'''Ashen Veil''' This model has concealment. Living enemy models without Resistance: Fire suffer -2 to attack rolls while within 2" of this model. *'''Burning Blight''' While within 5" of this model, other living models gain +1 to their melee attack rolls, but suffer -1ARM *'''Hyper-Regeneration''' - Remove d3 damage points from this model at the start of each of its activations *'''It Burns!''' - If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Fire continuous effect unless this model was destroyed or removed from play by the attack. *'''Mental Force''' - This model can use Mental Force at the beginning of each attack. If it does, all attack and damage rolls resulting from the attack are boosted. After the attack is resolved, this model suffers d3 damage points. *'''Path of Flames''' During its activation, this model can forfeit its normal movement to use Path of Flames. If it does, place this model anywhere completely within 8" of its current location. Other models within 2" of this model after it is place immediately suffer a POW13 fire damage roll. ===Weapons=== {{Ranged Weapon|Dragons Fury|7|10|2|-|12|*'''Magical''' *'''Pistol''' *'''Fire type''' *'''Continuous Effect: Fire''' *'''Attack type''' **'''Eruption of Ash''' - On a direct hit, when a model is boxed by an attack made with this weapon, center a 3" cloud template on the boxed model and remove that model from play. The template is a hazard that remains in play for one round. Enemy models entering or ending their activations in the template suffer a POW12 fire damage roll. **'''Howling Flames''' - This models base stats become RNG SP10 and POW12 for this attack. This attack causes fire damage and models hit suffer the Fire continuous effect. }} == Role and strengths == He's mainly there for 2 fully boosted spray attacks shot 18" away from his starting point - a potent missile that can damage cohorts or kill even elite units. He also reduces armour and improves MAT of living models nearby, supporting the rest of your army (and your enemy). * Def 17 effective against ranged attacks (that don't have eyeless sight or ignore concealment) and living melee (that isn't more than 2" away and doesn't have resistance: Fire). There's a lot of gaps, but it is a pretty high number regardless. * Fire and forget - if he gets a good target, just rush forward and shoot. You probably won't get more than 1 activation of attacks from him anyway. == Downsides == * His Burning Blight and Path of Flames affects you as well as your enemy, which can make him a liability as you approach. * Despite DEF15-17, he is vulnerable to boosted hit rolls, and is an expensive target to lose without attacking. * He hurts himself as he goes, and can kill himself. If Mental Force kills him, he does at least get to resolve the attack first (as Mental Force rolls damage after the attack is resolved) == Synergy == * Supports anything if he can get within 5" of enemy living warriors or beasts: spreading -1 ARM. * Really good with [[Man-O-War Suppressors]], for who the extra -1ARM can result in huge amounts of extra damage due to attack volume. == Tricks == * Eyeless sight, resistance fire, boostable attacks: ironically he is a pretty good counter to enemy Kruegers. * Giving him [[Hit & Run]] (repo 3) can spread the -1ARM bubble where you need it after making attacks. This can add a bit more precision to benefitting you while not hitting your own models. * Turn 1, it's better to run rather than Path of Flames: he goes further, gets pathfinder and doesn't set allies on fire. {{Winter Korps Footer}} {{Dusk House Kallyss Footer}} {{Storm Legion Footer}} 6fe34baefd77d191227188e30e16a559025dc7d9 Warmachine terminology 0 312 1015 2024-08-02T23:52:40Z Gedditoffme 2 Created page with "Official Terms Army An Army is a collection of models that work together and is the foundational building block of Warmachine Mk4. Your chosen Army dictates what models you can put in a list and what Spell Rack cards you have available to you. Faction Factions are a larger grouping of models above the Army level. These primarily exist as a thematic or narrative connection between different Armies. In previous editions of Warmachine your Faction dictated your available m..." wikitext text/x-wiki Official Terms Army An Army is a collection of models that work together and is the foundational building block of Warmachine Mk4. Your chosen Army dictates what models you can put in a list and what Spell Rack cards you have available to you. Faction Factions are a larger grouping of models above the Army level. These primarily exist as a thematic or narrative connection between different Armies. In previous editions of Warmachine your Faction dictated your available model selection, but in Mk4 they are largely external to the actual rules of the game. A Cygnar Storm Legion model and a Cygnar First Army model may share a Faction and may have thematic or stylistic similarities, but they cannot be used in the same list. The exception to this is Cadres. Cadre Cadres are groups of models that are part of a Faction which can be added to lists of multiple Armies from that Faction. Cadre’s are still in development, so their exact composition is not yet known, however they are likely to include things like support models, battle engines, or colossals. Legacy Legacy models are models that were released during previous editions of Warmachine. In short, any model released before August 2022 is a Legacy model. Legacy Armies are Prime Arena Armies made up of Legacy Models. Prime Arena Prime Arena is Warmachine’s main competitive format. All models released after August 2022 are Prime Arena models, as well as select Legacy models that are part of a Legacy Army (see above). Legacy models that are not part of a Legacy Army cannot be used in Prime Arena play. Events can be run as Prime Arena or Unlimited Arena events, so look at the details for an event before you attend. Unlimited Arena Unlimited Arena is Warmachine’s free play format. This format allows all models in Prime Arena as well as all Legacy models. Legacy models that aren’t part of a Prime Arena Army can be used alongside models from their Legacy Faction by building a Custom Army. Warrior Model All models are Warrior Models unless they are defined otherwise; all models are considered Warrior Models unless they are a Warjack, Warbeast, Horror, Colossal, Gargantuan, Structure, or Battle Engine. Official Terms Army An Army is a collection of models that work together and is the foundational building block of Warmachine Mk4. Your chosen Army dictates what models you can put in a list and what Spell Rack cards you have available to you. Faction Factions are a larger grouping of models above the Army level. These primarily exist as a thematic or narrative connection between different Armies. In previous editions of Warmachine your Faction dictated your available model selection, but in Mk4 they are largely external to the actual rules of the game. A Cygnar Storm Legion model and a Cygnar First Army model may share a Faction and may have thematic or stylistic similarities, but they cannot be used in the same list. The exception to this is Cadres. Cadre Cadres are groups of models that are part of a Faction which can be added to lists of multiple Armies from that Faction. Cadre’s are still in development, so their exact composition is not yet known, however they are likely to include things like support models, battle engines, or colossals. Legacy Legacy models are models that were released during previous editions of Warmachine. In short, any model released before August 2022 is a Legacy model. Legacy Armies are Prime Arena Armies made up of Legacy Models. Prime Arena Prime Arena is Warmachine’s main competitive format. All models released after August 2022 are Prime Arena models, as well as select Legacy models that are part of a Legacy Army (see above). Legacy models that are not part of a Legacy Army cannot be used in Prime Arena play. Events can be run as Prime Arena or Unlimited Arena events, so look at the details for an event before you attend. Unlimited Arena Unlimited Arena is Warmachine’s free play format. This format allows all models in Prime Arena as well as all Legacy models. Legacy models that aren’t part of a Prime Arena Army can be used alongside models from their Legacy Faction by building a Custom Army. Warrior Model All models are Warrior Models unless they are defined otherwise; all models are considered Warrior Models unless they are a Warjack, Warbeast, Horror, Colossal, Gargantuan, Structure, or Battle Engine. ==A Note on Rules Language== New players, especially those who have played other wargames in the past, will often have questions about rules language in Warmachine. So, in Warmachine, it’s customary for rules to only say what they do, instead of what they do not do. So, for example, let’s look at model types and bring up an old question that used to crop up in earlier editions fairly regularly: “Do warjacks and warbeasts generate soul tokens?”. We start by figuring out what generates soul tokens. Models are considered to be living unless otherwise noted. So, from this sentence, we are told that every single model in the game is a living model, unless the model’s rules say otherwise. It gives us the blanket rule, and tells us that certain models might be different. Living models have souls that can be claimed as soul tokens. … That’s pretty straightforward, as these things go. :slight_smile: If you’re a living model, you have a soul, and models are living models unless specified otherwise. All warjacks (currently; things could change, mind you!) have the Construct advantage, which says: This model is a construct and is not a living model. So, this rule tells you what it does: it makes the model not a living model. It doesn’t make it, for example, Undead, because it doesn’t say it makes the model Undead. Also, in this edition, the book spells out the living distinction even further in the Warjack section: All warjacks have the following special rules in common. All warjacks have the Construct advantage and are not living models. Warjacks are independent Cohort models. . . . So, from this, it’s pretty clear that warjacks do not generate soul tokens. What about warbeasts? All warbeasts have the following special rules in common. Warbeasts are independent Cohort models. So, models are living models unless otherwise specified. Nothing in the generic warbeast rules say otherwise, so therefore warbeasts are living models. …except, of course, for Construct warbeasts (or warbeasts with the Soulless advantage), but you probably figured that out already. :slight_smile: ==Unofficial terms== Theme Force Theme Forces were a list-building option in Mk2 and Mk3. A Theme Force would specify a subset of models within a Faction that you could play in the Theme Force and in exchange you would get bonuses such as extra abilities or free models. Theme Forces acted as a precursor to the idea of an Mk4 Army (with some Mk4 Legacy Armies based directly off of an Mk3 Theme Force) and as such you may see veteran players use the terms interchangeably, but as of writing Theme Forces do not exist in Mk4. 'Caster 'Caster (or simply caster) can be used in a couple of ways. In common usage it is simply shorthand for Warcaster, however in earlier editions of Warmachine there was no official term for Leaders and so 'Caster was often used to refer to any warcaster, warlock, or master model. Hordes In previous editions of the game, factions lead by Warlocks were marketed under the name Hordes as a separate-but-compatible game from Warmachine. With the release of Warmachine Mk4 the Hordes branding was dropped and all Legacy Hordes Factions switched to the Warmachine branding, but you may still see veterans referring to Hordes Factions or Armies. This simply means “Armies led by Warlocks” such as Brineblood: Marauders or Legion of Everblight: Ravens of War. Pulse and Aura You will sometimes see players refer to abilities or feats as a “Pulse” or an “Aura”. These terms are used to describe rules that have an effect on models in a given area from a model (i.e. within 5" of this model, while in this model’s control area) and specify the duration of the effect. Essentially, a “Pulse” effect is one that takes place immediately. Generally in the actual text of the rule this is distinguished by the phrase “…models currently within…”. This indicates that all models that are in that area at the time the ability is used are effected by the rule regardless of what happens to the model that triggered the rule later in the turn. So for example a model who’s feat reads “Models currently in this model’s control area…” would be considered a Pulse effect and the models effected by it could freely leave that control area and still retain the effect. On the other hand, an “Aura” is an effect that is continuously re-checked as models enter or leave the area. Generally the rules text for this is less specific than the wording for a Pulse, but a good rule of thumb is that if it’s not a Pulse it’s probably an Aura. These rules stay centered on the model that used them and new models can gain or lose the effect by entering or leaving the area, either by moving themselves or by having the source of the effect move. So a solo with a rule that says “While within 5in of this model…” could use the ability and then the models they want to benefit from the rule can move in to the area to gain the effect; alternatively a model could move away from an enemy model creating an Aura effect to avoid a debuff. Double-boosted Double Boosted refers to an attack with both a boosted attack roll and a boosted damage roll. This will often be referenced in the context of rules like Powerful Attack which allow a model to boost both the attack and damage rolls with one Focus, Fury, or Essence. 22a208d52d6ae98880f0eaedc64d688985ba4f2c 1016 1015 2024-08-02T23:54:17Z Gedditoffme 2 wikitext text/x-wiki ==Official Terms== ===Army=== An Army is a collection of models that work together and is the foundational building block of Warmachine Mk4. Your chosen Army dictates what models you can put in a list and what Spell Rack cards you have available to you. ===Faction=== Factions are a larger grouping of models above the Army level. These primarily exist as a thematic or narrative connection between different Armies. In previous editions of Warmachine your Faction dictated your available model selection, but in Mk4 they are largely external to the actual rules of the game. A Cygnar Storm Legion model and a Cygnar First Army model may share a Faction and may have thematic or stylistic similarities, but they cannot be used in the same list. The exception to this is Cadres. ===Cadre=== Cadres are groups of models that are part of a Faction which can be added to lists of multiple Armies from that Faction. Cadre’s are still in development, so their exact composition is not yet known, however they are likely to include things like support models, battle engines, or colossals. ===Legacy=== Legacy models are models that were released during previous editions of Warmachine. In short, any model released before August 2022 is a Legacy model. Legacy Armies are Prime Arena Armies made up of Legacy Models. ===Prime Arena=== Prime Arena is Warmachine’s main competitive format. All models released after August 2022 are Prime Arena models, as well as select Legacy models that are part of a Legacy Army (see above). Legacy models that are not part of a Legacy Army cannot be used in Prime Arena play. Events can be run as Prime Arena or Unlimited Arena events, so look at the details for an event before you attend. ===Unlimited Arena=== Unlimited Arena is Warmachine’s free play format. This format allows all models in Prime Arena as well as all Legacy models. Legacy models that aren’t part of a Prime Arena Army can be used alongside models from their Legacy Faction by building a Custom Army. ===Warrior Model=== All models are Warrior Models unless they are defined otherwise; all models are considered Warrior Models unless they are a Warjack, Warbeast, Horror, Colossal, Gargantuan, Structure, or Battle Engine. ==A Note on Rules Language== New players, especially those who have played other wargames in the past, will often have questions about rules language in Warmachine. So, in Warmachine, it’s customary for rules to only say what they do, instead of what they do not do. So, for example, let’s look at model types and bring up an old question that used to crop up in earlier editions fairly regularly: “Do warjacks and warbeasts generate soul tokens?”. We start by figuring out what generates soul tokens. Models are considered to be living unless otherwise noted. So, from this sentence, we are told that every single model in the game is a living model, unless the model’s rules say otherwise. It gives us the blanket rule, and tells us that certain models might be different. Living models have souls that can be claimed as soul tokens. … That’s pretty straightforward, as these things go. :slight_smile: If you’re a living model, you have a soul, and models are living models unless specified otherwise. All warjacks (currently; things could change, mind you!) have the Construct advantage, which says: This model is a construct and is not a living model. So, this rule tells you what it does: it makes the model not a living model. It doesn’t make it, for example, Undead, because it doesn’t say it makes the model Undead. Also, in this edition, the book spells out the living distinction even further in the Warjack section: All warjacks have the following special rules in common. All warjacks have the Construct advantage and are not living models. Warjacks are independent Cohort models. . . . So, from this, it’s pretty clear that warjacks do not generate soul tokens. What about warbeasts? All warbeasts have the following special rules in common. Warbeasts are independent Cohort models. So, models are living models unless otherwise specified. Nothing in the generic warbeast rules say otherwise, so therefore warbeasts are living models. …except, of course, for Construct warbeasts (or warbeasts with the Soulless advantage), but you probably figured that out already. :slight_smile: ==Unofficial terms== Theme Force Theme Forces were a list-building option in Mk2 and Mk3. A Theme Force would specify a subset of models within a Faction that you could play in the Theme Force and in exchange you would get bonuses such as extra abilities or free models. Theme Forces acted as a precursor to the idea of an Mk4 Army (with some Mk4 Legacy Armies based directly off of an Mk3 Theme Force) and as such you may see veteran players use the terms interchangeably, but as of writing Theme Forces do not exist in Mk4. 'Caster 'Caster (or simply caster) can be used in a couple of ways. In common usage it is simply shorthand for Warcaster, however in earlier editions of Warmachine there was no official term for Leaders and so 'Caster was often used to refer to any warcaster, warlock, or master model. Hordes In previous editions of the game, factions lead by Warlocks were marketed under the name Hordes as a separate-but-compatible game from Warmachine. With the release of Warmachine Mk4 the Hordes branding was dropped and all Legacy Hordes Factions switched to the Warmachine branding, but you may still see veterans referring to Hordes Factions or Armies. This simply means “Armies led by Warlocks” such as Brineblood: Marauders or Legion of Everblight: Ravens of War. Pulse and Aura You will sometimes see players refer to abilities or feats as a “Pulse” or an “Aura”. These terms are used to describe rules that have an effect on models in a given area from a model (i.e. within 5" of this model, while in this model’s control area) and specify the duration of the effect. Essentially, a “Pulse” effect is one that takes place immediately. Generally in the actual text of the rule this is distinguished by the phrase “…models currently within…”. This indicates that all models that are in that area at the time the ability is used are effected by the rule regardless of what happens to the model that triggered the rule later in the turn. So for example a model who’s feat reads “Models currently in this model’s control area…” would be considered a Pulse effect and the models effected by it could freely leave that control area and still retain the effect. On the other hand, an “Aura” is an effect that is continuously re-checked as models enter or leave the area. Generally the rules text for this is less specific than the wording for a Pulse, but a good rule of thumb is that if it’s not a Pulse it’s probably an Aura. These rules stay centered on the model that used them and new models can gain or lose the effect by entering or leaving the area, either by moving themselves or by having the source of the effect move. So a solo with a rule that says “While within 5in of this model…” could use the ability and then the models they want to benefit from the rule can move in to the area to gain the effect; alternatively a model could move away from an enemy model creating an Aura effect to avoid a debuff. Double-boosted Double Boosted refers to an attack with both a boosted attack roll and a boosted damage roll. This will often be referenced in the context of rules like Powerful Attack which allow a model to boost both the attack and damage rolls with one Focus, Fury, or Essence. 9d6d9739cd0deb09a12cb97aa3303778bd25a005 1017 1016 2024-08-02T23:56:20Z Gedditoffme 2 /* A Note on Rules Language */ wikitext text/x-wiki ==Official Terms== ===Army=== An Army is a collection of models that work together and is the foundational building block of Warmachine Mk4. Your chosen Army dictates what models you can put in a list and what Spell Rack cards you have available to you. ===Faction=== Factions are a larger grouping of models above the Army level. These primarily exist as a thematic or narrative connection between different Armies. In previous editions of Warmachine your Faction dictated your available model selection, but in Mk4 they are largely external to the actual rules of the game. A Cygnar Storm Legion model and a Cygnar First Army model may share a Faction and may have thematic or stylistic similarities, but they cannot be used in the same list. The exception to this is Cadres. ===Cadre=== Cadres are groups of models that are part of a Faction which can be added to lists of multiple Armies from that Faction. Cadre’s are still in development, so their exact composition is not yet known, however they are likely to include things like support models, battle engines, or colossals. ===Legacy=== Legacy models are models that were released during previous editions of Warmachine. In short, any model released before August 2022 is a Legacy model. Legacy Armies are Prime Arena Armies made up of Legacy Models. ===Prime Arena=== Prime Arena is Warmachine’s main competitive format. All models released after August 2022 are Prime Arena models, as well as select Legacy models that are part of a Legacy Army (see above). Legacy models that are not part of a Legacy Army cannot be used in Prime Arena play. Events can be run as Prime Arena or Unlimited Arena events, so look at the details for an event before you attend. ===Unlimited Arena=== Unlimited Arena is Warmachine’s free play format. This format allows all models in Prime Arena as well as all Legacy models. Legacy models that aren’t part of a Prime Arena Army can be used alongside models from their Legacy Faction by building a Custom Army. ===Warrior Model=== All models are Warrior Models unless they are defined otherwise; all models are considered Warrior Models unless they are a Warjack, Warbeast, Horror, Colossal, Gargantuan, Structure, or Battle Engine. ==A Note on Rules Language== New players, especially those who have played other wargames in the past, will often have questions about rules language in Warmachine. So, in Warmachine, it’s customary for rules to only say what they do, instead of what they do not do. So, for example, let’s look at model types and bring up an old question that used to crop up in earlier editions fairly regularly: “Do warjacks and warbeasts generate soul tokens?”. We start by figuring out what generates soul tokens. ::Models are considered to be living unless otherwise noted. So, from this sentence, we are told that every single model in the game is a living model, unless the model’s rules say otherwise. It gives us the blanket rule, and tells us that certain models might be different. ::Living models have souls that can be claimed as soul tokens. That’s pretty straightforward, as these things go. If you’re a living model, you have a soul, and models are living models unless specified otherwise. All warjacks (currently; things could change, mind you!) have the Construct advantage, which says: ::This model is a construct and is not a living model. So, this rule tells you what it does: it makes the model not a living model. It doesn’t make it, for example, Undead, because it doesn’t say it makes the model Undead. Also, in this edition, the book spells out the living distinction even further in the Warjack section: ::All warjacks have the following special rules in common. ::All warjacks have the Construct advantage and are not living models. Warjacks are independent Cohort models. So, from this, it’s pretty clear that warjacks do not generate soul tokens. What about warbeasts? :: All warbeasts have the following special rules in common. :: Warbeasts are independent Cohort models. So, models are living models unless otherwise specified. Nothing in the generic warbeast rules say otherwise, so therefore warbeasts are living models. …except, of course, for Construct warbeasts (or warbeasts with the Soulless advantage), but you probably figured that out already. ==Unofficial terms== Theme Force Theme Forces were a list-building option in Mk2 and Mk3. A Theme Force would specify a subset of models within a Faction that you could play in the Theme Force and in exchange you would get bonuses such as extra abilities or free models. Theme Forces acted as a precursor to the idea of an Mk4 Army (with some Mk4 Legacy Armies based directly off of an Mk3 Theme Force) and as such you may see veteran players use the terms interchangeably, but as of writing Theme Forces do not exist in Mk4. 'Caster 'Caster (or simply caster) can be used in a couple of ways. In common usage it is simply shorthand for Warcaster, however in earlier editions of Warmachine there was no official term for Leaders and so 'Caster was often used to refer to any warcaster, warlock, or master model. Hordes In previous editions of the game, factions lead by Warlocks were marketed under the name Hordes as a separate-but-compatible game from Warmachine. With the release of Warmachine Mk4 the Hordes branding was dropped and all Legacy Hordes Factions switched to the Warmachine branding, but you may still see veterans referring to Hordes Factions or Armies. This simply means “Armies led by Warlocks” such as Brineblood: Marauders or Legion of Everblight: Ravens of War. Pulse and Aura You will sometimes see players refer to abilities or feats as a “Pulse” or an “Aura”. These terms are used to describe rules that have an effect on models in a given area from a model (i.e. within 5" of this model, while in this model’s control area) and specify the duration of the effect. Essentially, a “Pulse” effect is one that takes place immediately. Generally in the actual text of the rule this is distinguished by the phrase “…models currently within…”. This indicates that all models that are in that area at the time the ability is used are effected by the rule regardless of what happens to the model that triggered the rule later in the turn. So for example a model who’s feat reads “Models currently in this model’s control area…” would be considered a Pulse effect and the models effected by it could freely leave that control area and still retain the effect. On the other hand, an “Aura” is an effect that is continuously re-checked as models enter or leave the area. Generally the rules text for this is less specific than the wording for a Pulse, but a good rule of thumb is that if it’s not a Pulse it’s probably an Aura. These rules stay centered on the model that used them and new models can gain or lose the effect by entering or leaving the area, either by moving themselves or by having the source of the effect move. So a solo with a rule that says “While within 5in of this model…” could use the ability and then the models they want to benefit from the rule can move in to the area to gain the effect; alternatively a model could move away from an enemy model creating an Aura effect to avoid a debuff. Double-boosted Double Boosted refers to an attack with both a boosted attack roll and a boosted damage roll. This will often be referenced in the context of rules like Powerful Attack which allow a model to boost both the attack and damage rolls with one Focus, Fury, or Essence. 6167d23cb97a0b38490679b524239eccc9604fb4 1018 1017 2024-08-02T23:56:49Z Gedditoffme 2 /* Unofficial terms */ wikitext text/x-wiki ==Official Terms== ===Army=== An Army is a collection of models that work together and is the foundational building block of Warmachine Mk4. Your chosen Army dictates what models you can put in a list and what Spell Rack cards you have available to you. ===Faction=== Factions are a larger grouping of models above the Army level. These primarily exist as a thematic or narrative connection between different Armies. In previous editions of Warmachine your Faction dictated your available model selection, but in Mk4 they are largely external to the actual rules of the game. A Cygnar Storm Legion model and a Cygnar First Army model may share a Faction and may have thematic or stylistic similarities, but they cannot be used in the same list. The exception to this is Cadres. ===Cadre=== Cadres are groups of models that are part of a Faction which can be added to lists of multiple Armies from that Faction. Cadre’s are still in development, so their exact composition is not yet known, however they are likely to include things like support models, battle engines, or colossals. ===Legacy=== Legacy models are models that were released during previous editions of Warmachine. In short, any model released before August 2022 is a Legacy model. Legacy Armies are Prime Arena Armies made up of Legacy Models. ===Prime Arena=== Prime Arena is Warmachine’s main competitive format. All models released after August 2022 are Prime Arena models, as well as select Legacy models that are part of a Legacy Army (see above). Legacy models that are not part of a Legacy Army cannot be used in Prime Arena play. Events can be run as Prime Arena or Unlimited Arena events, so look at the details for an event before you attend. ===Unlimited Arena=== Unlimited Arena is Warmachine’s free play format. This format allows all models in Prime Arena as well as all Legacy models. Legacy models that aren’t part of a Prime Arena Army can be used alongside models from their Legacy Faction by building a Custom Army. ===Warrior Model=== All models are Warrior Models unless they are defined otherwise; all models are considered Warrior Models unless they are a Warjack, Warbeast, Horror, Colossal, Gargantuan, Structure, or Battle Engine. ==A Note on Rules Language== New players, especially those who have played other wargames in the past, will often have questions about rules language in Warmachine. So, in Warmachine, it’s customary for rules to only say what they do, instead of what they do not do. So, for example, let’s look at model types and bring up an old question that used to crop up in earlier editions fairly regularly: “Do warjacks and warbeasts generate soul tokens?”. We start by figuring out what generates soul tokens. ::Models are considered to be living unless otherwise noted. So, from this sentence, we are told that every single model in the game is a living model, unless the model’s rules say otherwise. It gives us the blanket rule, and tells us that certain models might be different. ::Living models have souls that can be claimed as soul tokens. That’s pretty straightforward, as these things go. If you’re a living model, you have a soul, and models are living models unless specified otherwise. All warjacks (currently; things could change, mind you!) have the Construct advantage, which says: ::This model is a construct and is not a living model. So, this rule tells you what it does: it makes the model not a living model. It doesn’t make it, for example, Undead, because it doesn’t say it makes the model Undead. Also, in this edition, the book spells out the living distinction even further in the Warjack section: ::All warjacks have the following special rules in common. ::All warjacks have the Construct advantage and are not living models. Warjacks are independent Cohort models. So, from this, it’s pretty clear that warjacks do not generate soul tokens. What about warbeasts? :: All warbeasts have the following special rules in common. :: Warbeasts are independent Cohort models. So, models are living models unless otherwise specified. Nothing in the generic warbeast rules say otherwise, so therefore warbeasts are living models. …except, of course, for Construct warbeasts (or warbeasts with the Soulless advantage), but you probably figured that out already. ==Unofficial terms== ===Theme Force=== Theme Forces were a list-building option in Mk2 and Mk3. A Theme Force would specify a subset of models within a Faction that you could play in the Theme Force and in exchange you would get bonuses such as extra abilities or free models. Theme Forces acted as a precursor to the idea of an Mk4 Army (with some Mk4 Legacy Armies based directly off of an Mk3 Theme Force) and as such you may see veteran players use the terms interchangeably, but as of writing Theme Forces do not exist in Mk4. ==='Caster=== 'Caster (or simply caster) can be used in a couple of ways. In common usage it is simply shorthand for Warcaster, however in earlier editions of Warmachine there was no official term for Leaders and so 'Caster was often used to refer to any warcaster, warlock, or master model. ===Hordes=== In previous editions of the game, factions lead by Warlocks were marketed under the name Hordes as a separate-but-compatible game from Warmachine. With the release of Warmachine Mk4 the Hordes branding was dropped and all Legacy Hordes Factions switched to the Warmachine branding, but you may still see veterans referring to Hordes Factions or Armies. This simply means “Armies led by Warlocks” such as Brineblood: Marauders or Legion of Everblight: Ravens of War. ===Pulse and Aura=== You will sometimes see players refer to abilities or feats as a “Pulse” or an “Aura”. These terms are used to describe rules that have an effect on models in a given area from a model (i.e. within 5" of this model, while in this model’s control area) and specify the duration of the effect. Essentially, a “Pulse” effect is one that takes place immediately. Generally in the actual text of the rule this is distinguished by the phrase “…models currently within…”. This indicates that all models that are in that area at the time the ability is used are effected by the rule regardless of what happens to the model that triggered the rule later in the turn. So for example a model who’s feat reads “Models currently in this model’s control area…” would be considered a Pulse effect and the models effected by it could freely leave that control area and still retain the effect. On the other hand, an “Aura” is an effect that is continuously re-checked as models enter or leave the area. Generally the rules text for this is less specific than the wording for a Pulse, but a good rule of thumb is that if it’s not a Pulse it’s probably an Aura. These rules stay centered on the model that used them and new models can gain or lose the effect by entering or leaving the area, either by moving themselves or by having the source of the effect move. So a solo with a rule that says “While within 5in of this model…” could use the ability and then the models they want to benefit from the rule can move in to the area to gain the effect; alternatively a model could move away from an enemy model creating an Aura effect to avoid a debuff. ===Double-boosted=== Double Boosted refers to an attack with both a boosted attack roll and a boosted damage roll. This will often be referenced in the context of rules like Powerful Attack which allow a model to boost both the attack and damage rolls with one Focus, Fury, or Essence. 2e579902de2b401606ea03ddb5cd525163457488 Incarnate Knights 0 305 1021 993 2024-08-03T01:32:00Z Gedditoffme 2 /* Role and Strengths */ wikitext text/x-wiki ''The Incarnate Knights flood into the gaps, swinging their oversized flails to batter and fracture stone and steel.'' [[File:Incarnate_Knights.png|thumb|right]] == Statistics == {| class="wikitable" style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Incarnate Knights''' || 7 || - || 7 || - || 11 || 18 || 10 |} === Abilities === '''Cavalry'''<br> '''Unstoppable'''<br> '''Pathfinder'''<br> '''Soulless'''<br> '''Steady'''<br> '''Reposition [2"]'''<br> '''Battle-Driven''' - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved, models in this unit gain +2 STR and ARM and Pathfinder for one round. === Weapons === {{Melee Weapon|<!--Name-->Shatterer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14| '''Chain weapon'''<br> '''Critical knockdown'''<br> }} == Role and Strengths == * Survivability - 18 arm and 10 hitpoints make them quite hard to kill, and they go to 20 arm after any of them gets hurt. Both arm and def can be further buffed. This makes them obnoxious to kill in right circumstances. Def 11 is plain bad, but with steady and pathfinder it can be easily buffed with defenses barrier to give them cover if needed<br> * Positioning - With SPD 7, Pathfinder, and Reposition, they will most likely get where you need them and stay there for a while. Threat range 12' is not bad, meele range 2 is expected and good <br> * Role - They can be easily used to jam the opponent, hold, or contest crucial scenario pieces. == Downsides == Only one attack with base power 14 is rarely enough to kill 11 points in a game. Their offensive output is not why you take them. == Synergy == Anything that buffs their armor is nice. They are a good target for Dragon's Blood and benefit greatly from [[Rassyk, Spawn of Shadows|Rassyk's]] Battle Formation or [[Ryvyn, The Onyx Rampant|Ravyn's]] Mortal Fear.<br> +2 charge range from Hunter's Mark will also help with delivering them. == Tricks == Combo with Excarnation of Blackest Night and [[Incarnate Conjuror|Conjurer's]] Aura to make them effectively 15/22. {{Khymaera Shadowflame Shard Footer}} 66d6bc6d1a7eecdb713214c1aeb420ec95655a32 MediaWiki:Sidebar 8 32 1022 798 2024-08-03T02:00:53Z Gedditoffme 2 wikitext text/x-wiki * Main Menu ** Main_Page| Home Page ** Editors Style Guide| Editing Guide ** Editor talkpage| Editor talkpage ** Wiki Scope|Wiki Scope * Resources ** Returning Players Guide | Returning Players Guide ** Which Army For Me|Which Army is for me ** Warmachine terminology|Warmachine terminology ** Links and Podcasts|Links and Podcasts * MkIV Factions ** Cryx Necrofactorium|Cryx Necrofactorium ** Cygnar Storm Legion|Cygnar Storm Legion ** Dusk House Kallyss|Dusk House Kallyss ** Khador Winter Korps|Khador Winter Korps ** Khymaera Shadowflame Shard|Khymaera Shadowflame Shard ** Orgoth Sea Raiders|Orgoth Sea Raiders ** Southern Kriels Brineblood Marauders|Southern Kriels Brineblood Marauders * Legacy Prime Factions ** Circle Devourers Host|Circle Devourers Host ** Circle Secret Dominion|Circle Secret Dominion ** Convergence of Cyriss|Convergence of Cyriss ** Crucible Guard|Crucible Guard ** Cryx Blackfleet|Cryx Blackfleet ** Cryx Dark Host|Cryx Dark Host ** Cygnar First Army|Cygnar First Army ** Cygnar Storm Knights|Cygnar Storm Knights ** Grymkin|Grymkin ** Infernals|Infernals ** Khador 5th Division|Khador 5th Division ** Khador Armored Korps|Khador Armored Korps ** Legion Dragon's Host|Legion Dragon's Host ** Legion Ravens of War|Legion Ravens of War ** Merc Blindwater Congregation|Merc Blindwater Congregation ** Merc Dark Operations|Merc Dark Operations ** Merc Rhul Guard|Merc Rhul Guard ** Merc Soldiers of Fortune|Merc Soldiers of Fortune ** Merc Talion Charter|Merc Talion Charter ** Merc Thornfall Alliance|Merc Thornfall Alliance ** Protectorate Final Interdiction|Protectorate Final Interdiction ** Protectorate Temple Guardians|Protectorate Temple Guardians ** Retribution Legions of Dawn|Retribution Legions of Dawn ** Retribution Shadows of the Retribution|Retribution Shadows of the Retribution ** Skorne Army of the Western Reaches|Skorne Army of the Western Reaches ** Skorne Exalted|Skorne Exalted ** Trollbloods Storm of the North|Trollbloods Storm of the North ** Trollbloods United Kriels|Trollbloods United Kriels * Navigation ** mainpage|mainpage-description ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help-mediawiki * SEARCH * TOOLBOX * LANGUAGES 9e6457402ee177724f6dc6affc39b949b34d2cc0 Which Army For Me 0 300 1023 952 2024-08-03T02:09:40Z Gedditoffme 2 wikitext text/x-wiki ==Prime, Mk4, Legacy, and Unlimited== There are generally 3 types of army * '''Mk4 (Prime)''': These were released in the Mk4 era (2023 on), are having new releases added, and being produced. They are legal for all competitive steamroller tournaments. * '''Prime Legacy''': These were released prior to Mk4, and are legal in all competitive steamroller events. However they are no longer being produced. Not expected to have any new releases (although some mercenaries such as [[Magnus4]] have been added), but are included in annual balance updates. For players with pre-mk4 collections, they are a good option to play competitively, however not generally recommended for new players. * '''Legacy Unlimited''': Pre-mk4 releases that are not allowed in Steamroller events unless marked as unlimited. However, still fine for pickup and narrative events where agreed. Models exclusive to unlimited are not expected to be included in balance erratas. Similar to playing without a theme force in mk3. == Prime Mk4 Armies == Prime Mk4 armies are the best place to start playing War Machine. These are actively still being developed and produced, and armies designed from the ground up to work together. === [[Cygnar Storm Legion]] === ====Lore==== Following an era of what seemed like endless war, the mighty kingdom of Cygnar has enjoyed nearly a decade of peace. While cooperation, openness, and understanding among nations blossomed for a time into a true mechanikal renaissance, Cygnar’s leaders knew that peace was only as lasting as their dedication to the strength of their national security. And so the wide production of a purely galvanic mechanika power source, the storm chamber, led to nothing less than a technological revolution that would ultimately give rise to the greatest fighting force Cygnar had ever known — the Storm Legion. Freshly recruited arcane mechaniks built upon the creations of their predecessors and the curriculum of the Strategic Academy greatly advanced, providing a new foundation for the modernization of arcane warfare and its introduction to the next generation of warcasters. ====Playstyle==== The Storm Legion is a melee-centric army with a few powerful utility guns. They aren’t particularly speedy, but have access to multiple ways to push and knock down opposing models to hamper enemy movement and set up combos. With access to powerful defense buff spells they are able to push the ARM of their warjacks and infantry to very high levels. === [[Orgoth Sea Raiders]]=== ==== Lore ==== Driven from the shores of Immoren more than four centuries ago by the concerted, desperate efforts of the inhabitants they had long sought to enslave, the Orgoth have now returned with a vengeance, their dark host further empowered by vicious new weapons inspired by those that led to the downfall of their first invasion. Backed by savage warjacks and armed with crude but powerful firearms and now dominated by the warwitches who once acted only in the service of the warlords who wrought the previous invasion, the Orgoth have painstakingly prepared for this conquest for a dozen generations. ====Playstyle==== The Sea Raiders are a fast skirmishing army with good damage output but relatively low survivability. Their wide access to movement abilities such as Overtake, Side Step, and Swift Hunter allow them to attack from unexpected angles and take out key opposing pieces early, leaving the enemy army unable to retaliate with it’s full strength. ===Khador Winter Korp=== ====Lore==== After years of political turmoil that brought the nation’s military infrastructure to its knees, Khador has begun the process of modernization in an attempt to catch up with the achievements of its rival nations, its expanding military harnessing the marvels of modern engineering. Antiquated traditions and an outdated arsenal have been replaced by advanced weapon systems and a modular approach to their military industrial complex that keeps them adaptable in the face of an ever-changing, hostile environment. But as always, the Motherland’s success or failure will rest with the leadership and heroism of its officers and warcasters and with the strength of the Khadoran people. ====Playstyle==== Winter Korp is a ranged-focused army with a wide variety of ways to bring the hurt from a distance. The Winter Korp Infantry act as the flexible backbone of the faction and are capable of bringing a variety of Specialist Weapons to confront any foe. They eschew light warjacks in favor of two variants of Heavy warjack and the Man O War heavy infantry armor. ===[[Dusk House Kallyss]]=== ====Lore==== From the ashes of the once great Iosan empire have risen the new houses of Eldritch Lords, who now reign over their Kingdom of Eternal Dusk. House Kallyss has emerged as one of the strongest of this new Iosan Court. The enlightened eldritch who lead the house have dedicated their existences to the defense of the Iron Kingdoms as they seek to redeem their doomed people, even while accepting their dark fate. ====Playstyle==== House Kallyss brings a potent combination of advanced technology and undead infantry to bear. Their warjacks pack a range of unique weapons with numerous special effects (and in the case of their heavy warjack, a fourth hard point) that they combine with powerful debuff spells to ensure their undead infantry hit hard and leave the enemy unable to retaliate. ===[[Southern Kriels Brineblood Marauders]]=== ====Lore==== The Brineblood Marauders are a motley crew of veteran scallywags and fresh recruits from Madrak’s Southern Kriels. They sail the seas of southern Immoren robbing the rich merchant ships of the Iron Kingdoms to supply their families within the Southern Kriels. ====Playstyle==== Brineblood Marauders are a faction that emphasizes buff layering and synergy over raw power. Their warbeasts are extremely flexible and can fill a wide variety of roles with their weapon and Animus options. The core Marauder Crew infantry are a cheap multi-wound generalist unit who’s specialty can be customized by selecting different Command Attachments to lead them; supporting these are a variety of Pyg specialist units and a selection of support and combat solos so you can tailor your list to your playstyle. Thanks to the variety of support models available as both solos and Command Attachments, plus the strength of their Warlock stable, Brinebloods are capable of building just about any style of list from gunlines to tarpits. ===[[Khymera Shadowflame Shard]]=== ====Lore==== Founded by Rhyas after fleeing the Battle of Henge Hold, Khymaera combines her intricate knowledge of blighted physiology with the vast knowledge of Cyriss left etched on Saeryn’s athanc shard when she attempted to step through the Gate. Hunted by Everblight and bent to a new sense of purpose, Khymaera waits in the darkness below Western Immoren for the time to reveal themselves to the world. ====Playstyle==== Shadowflame Shard is an Army that excels at delivering overwhelming force to key points of the battle. They pack an enormous number of movement tricks that allow them to apply their warbeasts and infantry to critical weak points but have trouble surviving a toe-to-toe brawl. They are the first Mk4 Army to receive a super-heavy Warbeast in place of their 80mm solo which allows them to bring a huge amount of battlegroup power to the battlefield. The Army generally has high DEF and low to medium ARM which leaves them vulnerable to accurate high-POW attacks, leading them to heavily favor aggressive plays and assassination win conditions. ===[[Cryx Necrofactorium]]=== Little is yet known about Necrofactorium. Early concept art teasers suggest that the Army will focus on the industrial undead of Cryx. == Legacy Prime Armies == Currently all Legacy models are out of print. These Armies will remain in Prime and continue to receive balance updates, but models for them would need to be purchased from third-party retailers or on the second-hand market. It is recommended not to start these unless you already have the models, however they are allowed in competitive Steamroller events of all levels. Each Legacy Faction has two Legacy Armies, with a handful of exceptions: Mercenaries has 6 Armies, covering the wide variety of Mk1-3 Mercenary and Minion models Convergence of Cyriss, Grymkin, Crucible Guard, and Infernals are “Limited Factions” which were designed to be more self-contained than earlier Factions and had significantly fewer total models. Nearly the entire range of models in each of these Factions are contained within a single Mk4 Army rather than being split between two Prime Armies and a selection of Unlimited models Note that none of these Armies necessarily represent the current state of the Iron Kingdoms setting. Some have been disbanded or absorbed into other forces, others have been radically altered in the decade since the Claiming. The lore blurbs for each represent them around 612 AR, immediately before or during The Claiming, and may have been superseded by newer narrative developments. === Circle Orboros === ===Devourer’s Host=== ====Lore==== To sow terror and reap death, blackclads who embrace the primal aspects of Orboros turn to the Tharn. With murderous howls, Tharn warriors charge from the darkest forests to strike feat into their enemies’ hearts before ripping them out and devouring them whole. These gruesome, gore-streaked combatants run side by side with all manner of easts, intent on slaking their thirst on the blood of the Circle’s foes. Theirs is a history of violence, and their motivations for war do not stray beyond devotion to the Devourer Wurm and an attunement with the basest of instincts. ====Playstyle==== Devourer’s Host combines Circle’s hard-hitting Tharn infantry with a stable of flexible living warbeasts. Multi-wound Tharn units give them some staying power, and though their ARM values aren’t particularly high for multi-wound infantry they partially make up for it with a number of ways to heal and a high offensive output. Fast warbeasts and infantry emphasize getting the first hit in to cripple the enemy before they can retaliate. ===Secret Dominion=== ====Lore==== Since the order’s inception, the blackclads of the Circle Orboros have passed down the secrets of shaping and animating wood and stone to do their bidding as wolds. The product of ancient rites and blood sacrifices, these massive stone constructs patrol the old places of the world and ensure the sacred sites of the order remain untouched by outsiders, falling upon intruders without hesitation to crush them under fist and foot. When the need is dire, many villages of Wolf Sworn are drawn together in great hunting parties. Such a force draws upon its warriors’ hunting skills and their knowledge of the land to launch lethal ambushes against enemy columns marching through the wilderness. ====Playstyle==== Secret Dominion makes heavy use of Wolds; heavily-armored construct warbeasts that are able to take a punch better than anything else in Circle Orboros. The light Wolfsworn infantry complement this, providing fast baseline infantry to support the heavy-hitting Wolds and magic-wielding Druids. ===[[Convergence of Cyriss]]=== ====Lore==== The worshipers of teh clockwork goddess have conceived of the most technologically advanced machines in existence. Armed with impressive firepower and fueled by energy sources well beyond the understanding of even the greatest minds in the Iron Kingdoms, the vectors of the Convergence of Cyris turn hard targets into shrapnel and smash through infantry formations with whirring blades and spiked fists. There are few things more disconcerting than facing a legion of Convergence soldiers who have achieved transcendence - metal-bodied warriors who go to battle in silence and act in unison with mathematical perfection. ====Playstyle==== Convergence plays like a single clockwork machine come to life. Order of activations is key to their playstyle as focus is passed between warjacks and support solos set up buffs and debuffs in precise order. A player who learns to harness this synergistic planning will be rewarded with powerful damage output in melee and at medium ranges. The faction is on the slower side overall (save for a handful of outliers) but makes up for it with strong warjacks and a number of ways to return troops to play. ===[[Crucible Guard]]=== ====Lore==== The Crucible Guard has unleashed its standing army in a show of force that unveils its impressive military innovations and tactical flexibility. Its highly trained and specialized soldiers fight in concert with skilled combat alchemists and support units to push up the field in a haze of alchemical smoke, backed up by the might of the Golden Crucible’s advanced war machines. ====Playstyle==== Crucible Guard is a ranged debuff faction that exists somewhere in the space between Cygnar and Cryx in terms of playstyle. They have access to a large amount of firepower and ranged debuffs, preferring to use warjacks and artillery loaded with alchemical shells to weaken their opponents before shredding them with gunfire or closing to melee with their heavy infantry. ===[[Cryx]]=== ===Blackfleet=== ====Lore==== Borne on a black tide to bring death and suffering to the mainland, the pirates of Cryx instill terror in the hearts of those who live on the Broken Coast. Comprised of swift Satyxis, merciless Black Ogrun, roaring hordes of blighted trollkin, and crews of Scharde sailors, raiding parties join Cryx’s warcasters and their battlegroups in executing their bloody assaults. ====Playstyle==== The Black Fleet is an infantry army that uses speed and magic to ensure a devastating first strike against opposing armies. The Satyxis infantry act as a core of fast but fragile infantry backed up by a variety of tougher Orgun and Trollkin infantry. They excel at shredding other infantry armies that are unprepared for their speed and high DEF. ===Dark Host=== ====Lore==== Torn from the horrors of the void and given new forms in the bodies of the dead, banes are dark and sinister warriors in the service of Cryx. Far from mindless, they possess a military cunning mixed with an utter malevolence to life. Supported by potent necromancers, armies of banes beset the enemy like a tide of darkness and death. ====Playstyle==== Dark Host is an infantry army that focuses on debuffing the enemy and swarming them with undead minions. The three Bane infantry units make up the bulk of the force while the warcasters and solos provide a myriad of ways to cripple their enemies and return their own undead troops to the battlefield, forcing their opponent to fight a war of attrition against a seemingly-endless horde of the undead. ===[[Cygnar]]=== ===First Army=== ====Lore==== Trenchers are men and women of unparalleled grit found at the forefront of nearly every Cygnaran engagement. First on the field and last to leave, it is the trenchers’ duty to form the vanguard of Cygnar’s military might and seize the battlefield against all opposition. ====Playstyle==== The First Army is a ranged-focused army. They boast a wide variety of ranged attacks in the form of rifles, miniguns, and light cannon carried primarily from Tough single-wound infantry. ===Storm Knights=== ====Lore==== Cygnar’s Storm Division was an autonomous military force that delivers the flash of lightning and the roll of thunder to the battlefields of Immoren. The division represented the latest in voltaic weaponry and hardware produced by the Cygnaran Armory before the Claiming. The technologies and tactics developed for the division would eventually be used to found the Storm Legion in the years after The Claiming. ====Playstyle==== Precursors to the modern Storm Legion, the Storm Knights have access to many similar techniques to their Mk4 descendants. Strong melee troops make up the core of the force backed up by advanced warjacks like the Stormclad. While they do have access to a number of lighting-based ranged weapons, these are generally of middling RNG and suffer against armies with lots of Resistance: Electricity. Both the Storm Blade and Storm Lance units do come with Dual Attack and Pistol however, allowing them to make full use of their ranged attacks while locked in melee combat. === [[Grymkin]], the Wicked Harvest === ====Lore==== The grymkin are not an organized military force. They do not come to battle in regimented formations; indeed, they attack with scarcely any perceivable order at all. When a mass of motley grymkin lumber to war in the service of their masters, they advance as a haphazard but terrifying horde. Descending upon a vice-ridden population, they indulge in their unique appetites as they demand their due of wicked humanity. ====Playstyle==== Grymkin are a melee-focused army with a penchant for punishment. Unlike every other Army in the game their warlocks lack a Feat. Instead they gain access to several unique Command Cards that can be played when their opponent triggers certain effects such as killing a Grymkin model with a ranged attack or casting a spell in the Grymkin warlock’s control range. The rest of the army is relatively slow and has few ranged weapons, preferring to spend the early game collecting corpses to fuel a devastating counter attack. ===[[Infernals]]=== ====Lore==== As an ancient pact reaches its moment of reckoning, horrifying forces from beyond comprehension descend upon the world to collect. With traitorous mortals as their momentary tools, Infernal Masters bring their nightmares to battle for every soul they believe is their due. Though few would have suspected the terrible legacy that would follow that pact, many will pay for it as the Infernals move among them. ===[[Khador]]=== ===Armored Korps=== ====Lore==== With a hiss of steam and the tread of iron, the heavily armored infantry of Khador march to war with heavy warjacks at their side. Though Khador lacks the light warjacks of other nations, they make up for it with a dedicated corps of soldiers who go to war in steam-powered armor. Few opponents possess the weaponry able to chew through so thick a wall of armor, allowing the Man-O-War to crush enemy emplacements. ====Playstyle==== If you want heavy infantry you’ve come to the right place. Armored Korps is an Army made up entirely of slow, tough infantry clad in massive steam armor. The warcasters all provide a number of powerful buffs to the infantry, supported by hybrid support/combat models like the Kovnik and Kommandant Arconovich. What the army lacks in speed it makes up for in high ARM and HP values that make them difficult to move once they take a position. ===Fifth Division=== ====Lore==== The ranks of the Winter Guard were the patriotic backbone of the Khadoran Army for years before the Claiming. Hardened by a rigorous training regimen and driven by their love for the Motherland, these soldiers march against the enemies of the Empire. Many of their tactics would eventually be adapted into the modern Winter Korp in the decade after the Claiming. ====Playstyle==== As the precursors to the modern Winter Korp the Fifth Division has several playstyle similarities but also some key differences. While the core of the Army is, like Winter Korp, cheap ranged infantry, where it differs most is in the available supporting models that accompany them. This is particularly evident in the Army’s warjack support: not one, but two character journeyman warcasters mean that the Fifth Division is capable of packing an absurd amount of focus generation into a list, providing their infantry with a supporting core of heavy warjacks fully fueled and ready to inflict pain with artillery and melee alike. ===Legion of Everblight=== ===Dragon’s Host=== ====Lore==== When the blighted ogrun tribes go to war, they do so with the blessings of Everblight by their side. Fighting with little regard for personal safety, howling warbands descend upon their foes, crazed by the prospect of spilling blood for their war chiefs and their korune, Thagrosh. Even mortal wounds suffered in battle do not deter them. Instead, such injuries goad them to drive even deeper into the enemy’s heart to shed even more blood before they expire. ====Playstyle==== Dragon’s Host is the heavy infantry Army of the Legion. Blighted Ogrun units and Chosen cavalry make up the core of the Army’s infantry, supported by Command Attachments, solos, and lighter infantry. Alternatively the Army is capable of building a strong warbeast-focused list by taking advantage of their character lesser warlock and powerful cohort-focused warlocks like Absylonia 2. ===Ravens of War=== ====Lore==== Reshaped by the dragon’s power, the blighted Nyss serve as formidable fighters within Everblight’s legion. Utterly devoted to the dragon, whole shards sometimes join battle together to enact their master’s will. Such highly skilled and self-sufficient forces strike fast and hard with a combination of blade, claw, and bow. Supported by agile dragonspawn and powerful nephilim, these Nyss shards can strike anywhere the dragon directs them, moving unnoticed through enemy territory to secure objectives while outmaneuvering larger armies. ====Playstyle==== Ravens of War is an army built for speed. Light infantry and flying warbeasts constitute the majority of the Army’s models. They excel at powerful alpha strikes using both ranged attacks and high SPD melee models, but lack the staying power of tougher Armies as even their heavy warbeasts are on the lower end of the scale with regards to ARM. ===Mercenaries=== ===Blindwater Congregation=== ====Lore==== The gatormen of Blindwater Lake are the core of a vast reptilian cult dedicated to its self-made deity, Bloody Barnabas. Once their leader, this ancient warrior and mystic elevated himself to godhood on a tide of bloodshed. As the pragmatic bokur Calaban guides the congregation from the shadows, gatermen from across the region assemble alongside the bog trogs and other swamp creatures subjugated into fighting alongside them in Barnabas’ name. ===Dark Operations=== ====Lore==== The inscrutable cephalyx tirelessly perform diabolical experiments on their captives deep below the earth. Masters of powerful psychic energies and advanced surgery, these alien beings shape both the minds and bodies of lesser creatures to create heavily modified laborers and warrior slaves to suit the sinister agenda of their vast underground hives. ===Rhul Guard=== ====Lore==== Fighting in the wars of the Iron Kingdoms has allowed the mercenaries of Rhul to stay apprised of the ongoing struggles abroad. These sell-swords fatten the coffers of mercenary clans and receive valuable combat experience against a variety of opponents. Numerous such clans offer the might of Rhulic 'jacks and veteran warriors to those who can afford their asking price. Together, they crush enemy armies to dust beneath the tread of their machine and an unceasing rain of hammer blows. ===Soldiers of Fortune=== ====Lore==== If war is good for business, then business has been very good to the Steelhead mercenary company. Already one of the largest groups of sell-swords in western Immoren before the fall of Llael, subsequent years of warfare have seen them reach peak profitability. Steelheads can be found in nearly every major engagement from Skirov to Imer, bringing victory - or anonymous defeat- at reasonable prices. The company’s regular presence on the battlefield often sees them work alongside many notable freelancers and experts. The old adage holds true: “Either as allies or enemies, the steelheads are gonna cost you.” ===Talion Charter=== ====Lore==== The Talion Charter originally set out the terms and conditions for those serving on teh Talion, a ship crewed largely by men and women brought together by mutiny and who turned to piracy for survival. It has been expanded to serve as a rallying point for a motley assortment of powerful and well-armed pirates and privateers. These include several notable warcasters-for-hire such as Phinneus Shae, the Talion’s captain; Captain Bartolo “Broadsides Bart” Montador of the Calamitas; and the Thamarite sorceress Fiona the Black. The sell-swords of the Talion Charter have proven they can stand on equal footing with any mercenary company in western Immoren and offer their services at quite reasonable rates, both on land and at sea. ===Thornfall Alliance=== ====Lore==== Once, the farrow tribes of Immoren were scattered, but a summit of gathered chiefs sealed an alliance in blood oaths at an old battleground called Thornfall. The foremost of those gathered, the ambitious warlord Lord Carver, cowed the rest into submitting to his violent visions of conquest. Where Lord Carver travels, lesser farrow chieftains are intimidated into obedience, and other great farrow warlords have taken up his banner. Backed by the mad genius of the human Dr. Arkadius and his surgically enhanced warbeasts, the Thornfall Alliance is poised to strike feat into the hearts of the civilized kingdoms. ===Protectorate of Menoth=== ===Final Interdiction=== ====Lore==== The ruling priesthood and scrutators of the Protectorate of Menoth have no more loyal and steadfast protectors and warriors than the Exemplars. Large interdictions of the theocracy’s formidable heavy infantry and cavalry knights are often assembled to serve the Great Crusade, sent against the unbelievers to prove the futility of standing against blessed steel wielded with conviction. Such an interdiction never wavers in fulfilling its orders, as obedience to the clergy is their unbreakable creed. The great machines marching with them are similarly implacable, empowered by blessings both inscribed on their hulls and filling the air as choir voices rise to drown out the lamentations of heretics crushed underfoot. ====Playstyle==== This is Weapon Masters: The Faction. Almost all Exemplar infantry units have Weapon Master on their melee attacks. Cinerators and Bastions make for a defensive wall while Exemplars and Errants have various effects that make them a devastating strike force. Their warjacks are lackluster, but become fairly good when buffed by the Choir of Menoth. That’s okay - warjacks here are often relegated to a second-line role while the infantry lead the show. The downside - fairly weak at range and can be slow to get into combat. But if you have Kreoss leading, his feat can lead to an entire enemy army being wiped out, if you pick your timing. Cyrenia looks less powerful in comparison, and she is, but she can overcome some of the army’s weaknesses and move them up the field faster. In addition to Weapon Master, Exemplars have a lot of Dispel effects, set things on fire, and sometimes have vengeance effects. ===Temple Guardians=== ====Lore==== The soldiers of the Flameguard Temple once found their purpose in defending the sacred sites of the Protectorate, but the turmoil of the years before the Claiming has seen these former guardians forged into one of the most formidable fighting forces of the nation. ====Playstyle==== Temple Flameguard is a fairly straightforward Army that can run either a mass of cheap-but-effective infantry or a large battlegroup of warjacks supported by some of the best warjack support models in the game. The Choir of Menoth is key to leveraging the Flameguard’s stable of warjacks by providing a selection of buffs to protect warjacks on the approach before buffing their damage output for offensive turns. ===Retribution of Scyrah=== ===Legions of Dawn=== ====Lore==== The proud Dawnguard soldiers of House Nyarr represent one of the greatest assets in the Retribution of Scyrah’s arsenal. Bearing the most advanced weapons of their Great Military House, they are implacable warriors devoted to House Nyarr and through it the Retribution’s cause. The Nyss are a scattered people, driven from their homelands by the followers of the dragon Everblight. Many refugees made their way to Ios and have joined in the defense of their god Nyssor. ====Playstyle==== Legions of Dawn is an infantry-focused Army with an emphasis on armored single-wound infantry. Both the Dawnguard Sentinels and Ryssovass Defenders pack solid defensive statlines and high melee damage output, with the Dawnguard Invictors and Nyss Hunters acting as flexible ranged units that are also decent fighters in melee. The Dawnguard Destors, Destor Thane, and Skeryth Issyan are heavily-armored cavalry models, which allows the Army to field a lot of fast, tough models with a good spread of ranged and melee attacks. Retribution warjacks tend towards the idea of “jack of all trades”. Every heavy warjack boasts a ranged attack and two melee attacks, making them capable of contributing to the fight all game but driving their point costs higher than comparable heavies from other Armies. All of their jacks have the Power Field special rule, which allows them to spend Focus to reduce incoming damage just like a warcaster. ===Shadows of the Retribution=== ====Lore==== The Retribution of Scyrah is most adept at striking from the shadows. Its mage hunters traditionally undertake clandestine missions executed by solo operatives and small teams of elite and dedicated warriors. On rare occasions, however, a show of force is required, and to that end the Retribution assembles stealthy armies comprised of seasoned mage hunters and powerful myrmidons. ====Playstyle==== Shadows is a fragile Army focused primarily on fast, lightly-armored infantry. The Army is made up of two broad model types: Mage Hunters and House Ellowuyr. The Mage Hunters are stealthy commandos, undeterred by both terrain and magical defenses, while House Ellowuyr are expert sword masters that excel at closing with the enemy and laying waste with their blades. The Army can build for a warjack focus too, however, thanks to a journeyman warcaster and cheap Empower solos. As with Legions of Dawn these warjacks tend to be more expensive than their counterparts in other Armies but make up for it with a number of special weapon effects and rules. ===Skorne=== ===Army of the Western Reaches=== ====Lore==== Conflict is to be savored, for battle is the only true chance to prove one’s devotion to the hoksune code. Though the martial orders of Cataphracts and Praetorians disagree on which best exemplifies the martial code of the skorne, they equally embrace the opportunity to demonstrate their adherence to it. Acting on the orders of their tyrants, these disciplined warriors grab the enemy army by its throat and do not relent until the foe is vanquished or they have been claimed by the Void. ===Exalted=== ====Lore==== As silent as the death that will never embrace them, the exalted ancestors of the skorne strike fear into the enemies of the empire. Guided not by a Tyrant’s whims but instead by their own unknowable understanding, the exalted go to war accompanied by ranks of their immortal companions. === Trollbloods === ===Storm of the North=== ====Lore==== For generations, the Northkin have stood as disparate clans, fighting one another as often as they battled the many rivals who surround them. For the first time in centuries, however, these hardy northern folk now fight for a common purpose. Resilient warriors wage war alongside the legendary warbeasts of the trollkin, while powerful warlocks wield arcane might to enhance the battle prowess of their warbands. All opposition is crushed beneath the Northkin onslaught or is frozen and shattered by the power of winter itself. === United Kriels=== ==== Lore ==== The Trollkin of the United Kriels will stop at nothing to protect their new home. In order to defend against any who would seek to drive them out, militias of resolute trollkin take up arms as companies of warriors. These companies mix traditional martial practices of the trollkin with modern firepower and the might of trolls to crush any opposition. 5beb551f7b8be01117972b761393dbccc07a5cbc 1024 1023 2024-08-03T02:10:02Z Gedditoffme 2 wikitext text/x-wiki =Prime, Mk4, Legacy, and Unlimited= There are generally 3 types of army * '''Mk4 (Prime)''': These were released in the Mk4 era (2023 on), are having new releases added, and being produced. They are legal for all competitive steamroller tournaments. * '''Prime Legacy''': These were released prior to Mk4, and are legal in all competitive steamroller events. However they are no longer being produced. Not expected to have any new releases (although some mercenaries such as [[Magnus4]] have been added), but are included in annual balance updates. For players with pre-mk4 collections, they are a good option to play competitively, however not generally recommended for new players. * '''Legacy Unlimited''': Pre-mk4 releases that are not allowed in Steamroller events unless marked as unlimited. However, still fine for pickup and narrative events where agreed. Models exclusive to unlimited are not expected to be included in balance erratas. Similar to playing without a theme force in mk3. == Prime Mk4 Armies == Prime Mk4 armies are the best place to start playing War Machine. These are actively still being developed and produced, and armies designed from the ground up to work together. === [[Cygnar Storm Legion]] === ====Lore==== Following an era of what seemed like endless war, the mighty kingdom of Cygnar has enjoyed nearly a decade of peace. While cooperation, openness, and understanding among nations blossomed for a time into a true mechanikal renaissance, Cygnar’s leaders knew that peace was only as lasting as their dedication to the strength of their national security. And so the wide production of a purely galvanic mechanika power source, the storm chamber, led to nothing less than a technological revolution that would ultimately give rise to the greatest fighting force Cygnar had ever known — the Storm Legion. Freshly recruited arcane mechaniks built upon the creations of their predecessors and the curriculum of the Strategic Academy greatly advanced, providing a new foundation for the modernization of arcane warfare and its introduction to the next generation of warcasters. ====Playstyle==== The Storm Legion is a melee-centric army with a few powerful utility guns. They aren’t particularly speedy, but have access to multiple ways to push and knock down opposing models to hamper enemy movement and set up combos. With access to powerful defense buff spells they are able to push the ARM of their warjacks and infantry to very high levels. === [[Orgoth Sea Raiders]]=== ==== Lore ==== Driven from the shores of Immoren more than four centuries ago by the concerted, desperate efforts of the inhabitants they had long sought to enslave, the Orgoth have now returned with a vengeance, their dark host further empowered by vicious new weapons inspired by those that led to the downfall of their first invasion. Backed by savage warjacks and armed with crude but powerful firearms and now dominated by the warwitches who once acted only in the service of the warlords who wrought the previous invasion, the Orgoth have painstakingly prepared for this conquest for a dozen generations. ====Playstyle==== The Sea Raiders are a fast skirmishing army with good damage output but relatively low survivability. Their wide access to movement abilities such as Overtake, Side Step, and Swift Hunter allow them to attack from unexpected angles and take out key opposing pieces early, leaving the enemy army unable to retaliate with it’s full strength. ===Khador Winter Korp=== ====Lore==== After years of political turmoil that brought the nation’s military infrastructure to its knees, Khador has begun the process of modernization in an attempt to catch up with the achievements of its rival nations, its expanding military harnessing the marvels of modern engineering. Antiquated traditions and an outdated arsenal have been replaced by advanced weapon systems and a modular approach to their military industrial complex that keeps them adaptable in the face of an ever-changing, hostile environment. But as always, the Motherland’s success or failure will rest with the leadership and heroism of its officers and warcasters and with the strength of the Khadoran people. ====Playstyle==== Winter Korp is a ranged-focused army with a wide variety of ways to bring the hurt from a distance. The Winter Korp Infantry act as the flexible backbone of the faction and are capable of bringing a variety of Specialist Weapons to confront any foe. They eschew light warjacks in favor of two variants of Heavy warjack and the Man O War heavy infantry armor. ===[[Dusk House Kallyss]]=== ====Lore==== From the ashes of the once great Iosan empire have risen the new houses of Eldritch Lords, who now reign over their Kingdom of Eternal Dusk. House Kallyss has emerged as one of the strongest of this new Iosan Court. The enlightened eldritch who lead the house have dedicated their existences to the defense of the Iron Kingdoms as they seek to redeem their doomed people, even while accepting their dark fate. ====Playstyle==== House Kallyss brings a potent combination of advanced technology and undead infantry to bear. Their warjacks pack a range of unique weapons with numerous special effects (and in the case of their heavy warjack, a fourth hard point) that they combine with powerful debuff spells to ensure their undead infantry hit hard and leave the enemy unable to retaliate. ===[[Southern Kriels Brineblood Marauders]]=== ====Lore==== The Brineblood Marauders are a motley crew of veteran scallywags and fresh recruits from Madrak’s Southern Kriels. They sail the seas of southern Immoren robbing the rich merchant ships of the Iron Kingdoms to supply their families within the Southern Kriels. ====Playstyle==== Brineblood Marauders are a faction that emphasizes buff layering and synergy over raw power. Their warbeasts are extremely flexible and can fill a wide variety of roles with their weapon and Animus options. The core Marauder Crew infantry are a cheap multi-wound generalist unit who’s specialty can be customized by selecting different Command Attachments to lead them; supporting these are a variety of Pyg specialist units and a selection of support and combat solos so you can tailor your list to your playstyle. Thanks to the variety of support models available as both solos and Command Attachments, plus the strength of their Warlock stable, Brinebloods are capable of building just about any style of list from gunlines to tarpits. ===[[Khymera Shadowflame Shard]]=== ====Lore==== Founded by Rhyas after fleeing the Battle of Henge Hold, Khymaera combines her intricate knowledge of blighted physiology with the vast knowledge of Cyriss left etched on Saeryn’s athanc shard when she attempted to step through the Gate. Hunted by Everblight and bent to a new sense of purpose, Khymaera waits in the darkness below Western Immoren for the time to reveal themselves to the world. ====Playstyle==== Shadowflame Shard is an Army that excels at delivering overwhelming force to key points of the battle. They pack an enormous number of movement tricks that allow them to apply their warbeasts and infantry to critical weak points but have trouble surviving a toe-to-toe brawl. They are the first Mk4 Army to receive a super-heavy Warbeast in place of their 80mm solo which allows them to bring a huge amount of battlegroup power to the battlefield. The Army generally has high DEF and low to medium ARM which leaves them vulnerable to accurate high-POW attacks, leading them to heavily favor aggressive plays and assassination win conditions. ===[[Cryx Necrofactorium]]=== Little is yet known about Necrofactorium. Early concept art teasers suggest that the Army will focus on the industrial undead of Cryx. == Legacy Prime Armies == Currently all Legacy models are out of print. These Armies will remain in Prime and continue to receive balance updates, but models for them would need to be purchased from third-party retailers or on the second-hand market. It is recommended not to start these unless you already have the models, however they are allowed in competitive Steamroller events of all levels. Each Legacy Faction has two Legacy Armies, with a handful of exceptions: Mercenaries has 6 Armies, covering the wide variety of Mk1-3 Mercenary and Minion models Convergence of Cyriss, Grymkin, Crucible Guard, and Infernals are “Limited Factions” which were designed to be more self-contained than earlier Factions and had significantly fewer total models. Nearly the entire range of models in each of these Factions are contained within a single Mk4 Army rather than being split between two Prime Armies and a selection of Unlimited models Note that none of these Armies necessarily represent the current state of the Iron Kingdoms setting. Some have been disbanded or absorbed into other forces, others have been radically altered in the decade since the Claiming. The lore blurbs for each represent them around 612 AR, immediately before or during The Claiming, and may have been superseded by newer narrative developments. === Circle Orboros === ===Devourer’s Host=== ====Lore==== To sow terror and reap death, blackclads who embrace the primal aspects of Orboros turn to the Tharn. With murderous howls, Tharn warriors charge from the darkest forests to strike feat into their enemies’ hearts before ripping them out and devouring them whole. These gruesome, gore-streaked combatants run side by side with all manner of easts, intent on slaking their thirst on the blood of the Circle’s foes. Theirs is a history of violence, and their motivations for war do not stray beyond devotion to the Devourer Wurm and an attunement with the basest of instincts. ====Playstyle==== Devourer’s Host combines Circle’s hard-hitting Tharn infantry with a stable of flexible living warbeasts. Multi-wound Tharn units give them some staying power, and though their ARM values aren’t particularly high for multi-wound infantry they partially make up for it with a number of ways to heal and a high offensive output. Fast warbeasts and infantry emphasize getting the first hit in to cripple the enemy before they can retaliate. ===Secret Dominion=== ====Lore==== Since the order’s inception, the blackclads of the Circle Orboros have passed down the secrets of shaping and animating wood and stone to do their bidding as wolds. The product of ancient rites and blood sacrifices, these massive stone constructs patrol the old places of the world and ensure the sacred sites of the order remain untouched by outsiders, falling upon intruders without hesitation to crush them under fist and foot. When the need is dire, many villages of Wolf Sworn are drawn together in great hunting parties. Such a force draws upon its warriors’ hunting skills and their knowledge of the land to launch lethal ambushes against enemy columns marching through the wilderness. ====Playstyle==== Secret Dominion makes heavy use of Wolds; heavily-armored construct warbeasts that are able to take a punch better than anything else in Circle Orboros. The light Wolfsworn infantry complement this, providing fast baseline infantry to support the heavy-hitting Wolds and magic-wielding Druids. ===[[Convergence of Cyriss]]=== ====Lore==== The worshipers of teh clockwork goddess have conceived of the most technologically advanced machines in existence. Armed with impressive firepower and fueled by energy sources well beyond the understanding of even the greatest minds in the Iron Kingdoms, the vectors of the Convergence of Cyris turn hard targets into shrapnel and smash through infantry formations with whirring blades and spiked fists. There are few things more disconcerting than facing a legion of Convergence soldiers who have achieved transcendence - metal-bodied warriors who go to battle in silence and act in unison with mathematical perfection. ====Playstyle==== Convergence plays like a single clockwork machine come to life. Order of activations is key to their playstyle as focus is passed between warjacks and support solos set up buffs and debuffs in precise order. A player who learns to harness this synergistic planning will be rewarded with powerful damage output in melee and at medium ranges. The faction is on the slower side overall (save for a handful of outliers) but makes up for it with strong warjacks and a number of ways to return troops to play. ===[[Crucible Guard]]=== ====Lore==== The Crucible Guard has unleashed its standing army in a show of force that unveils its impressive military innovations and tactical flexibility. Its highly trained and specialized soldiers fight in concert with skilled combat alchemists and support units to push up the field in a haze of alchemical smoke, backed up by the might of the Golden Crucible’s advanced war machines. ====Playstyle==== Crucible Guard is a ranged debuff faction that exists somewhere in the space between Cygnar and Cryx in terms of playstyle. They have access to a large amount of firepower and ranged debuffs, preferring to use warjacks and artillery loaded with alchemical shells to weaken their opponents before shredding them with gunfire or closing to melee with their heavy infantry. ===[[Cryx]]=== ===Blackfleet=== ====Lore==== Borne on a black tide to bring death and suffering to the mainland, the pirates of Cryx instill terror in the hearts of those who live on the Broken Coast. Comprised of swift Satyxis, merciless Black Ogrun, roaring hordes of blighted trollkin, and crews of Scharde sailors, raiding parties join Cryx’s warcasters and their battlegroups in executing their bloody assaults. ====Playstyle==== The Black Fleet is an infantry army that uses speed and magic to ensure a devastating first strike against opposing armies. The Satyxis infantry act as a core of fast but fragile infantry backed up by a variety of tougher Orgun and Trollkin infantry. They excel at shredding other infantry armies that are unprepared for their speed and high DEF. ===Dark Host=== ====Lore==== Torn from the horrors of the void and given new forms in the bodies of the dead, banes are dark and sinister warriors in the service of Cryx. Far from mindless, they possess a military cunning mixed with an utter malevolence to life. Supported by potent necromancers, armies of banes beset the enemy like a tide of darkness and death. ====Playstyle==== Dark Host is an infantry army that focuses on debuffing the enemy and swarming them with undead minions. The three Bane infantry units make up the bulk of the force while the warcasters and solos provide a myriad of ways to cripple their enemies and return their own undead troops to the battlefield, forcing their opponent to fight a war of attrition against a seemingly-endless horde of the undead. ===[[Cygnar]]=== ===First Army=== ====Lore==== Trenchers are men and women of unparalleled grit found at the forefront of nearly every Cygnaran engagement. First on the field and last to leave, it is the trenchers’ duty to form the vanguard of Cygnar’s military might and seize the battlefield against all opposition. ====Playstyle==== The First Army is a ranged-focused army. They boast a wide variety of ranged attacks in the form of rifles, miniguns, and light cannon carried primarily from Tough single-wound infantry. ===Storm Knights=== ====Lore==== Cygnar’s Storm Division was an autonomous military force that delivers the flash of lightning and the roll of thunder to the battlefields of Immoren. The division represented the latest in voltaic weaponry and hardware produced by the Cygnaran Armory before the Claiming. The technologies and tactics developed for the division would eventually be used to found the Storm Legion in the years after The Claiming. ====Playstyle==== Precursors to the modern Storm Legion, the Storm Knights have access to many similar techniques to their Mk4 descendants. Strong melee troops make up the core of the force backed up by advanced warjacks like the Stormclad. While they do have access to a number of lighting-based ranged weapons, these are generally of middling RNG and suffer against armies with lots of Resistance: Electricity. Both the Storm Blade and Storm Lance units do come with Dual Attack and Pistol however, allowing them to make full use of their ranged attacks while locked in melee combat. === [[Grymkin]], the Wicked Harvest === ====Lore==== The grymkin are not an organized military force. They do not come to battle in regimented formations; indeed, they attack with scarcely any perceivable order at all. When a mass of motley grymkin lumber to war in the service of their masters, they advance as a haphazard but terrifying horde. Descending upon a vice-ridden population, they indulge in their unique appetites as they demand their due of wicked humanity. ====Playstyle==== Grymkin are a melee-focused army with a penchant for punishment. Unlike every other Army in the game their warlocks lack a Feat. Instead they gain access to several unique Command Cards that can be played when their opponent triggers certain effects such as killing a Grymkin model with a ranged attack or casting a spell in the Grymkin warlock’s control range. The rest of the army is relatively slow and has few ranged weapons, preferring to spend the early game collecting corpses to fuel a devastating counter attack. ===[[Infernals]]=== ====Lore==== As an ancient pact reaches its moment of reckoning, horrifying forces from beyond comprehension descend upon the world to collect. With traitorous mortals as their momentary tools, Infernal Masters bring their nightmares to battle for every soul they believe is their due. Though few would have suspected the terrible legacy that would follow that pact, many will pay for it as the Infernals move among them. ===[[Khador]]=== ===Armored Korps=== ====Lore==== With a hiss of steam and the tread of iron, the heavily armored infantry of Khador march to war with heavy warjacks at their side. Though Khador lacks the light warjacks of other nations, they make up for it with a dedicated corps of soldiers who go to war in steam-powered armor. Few opponents possess the weaponry able to chew through so thick a wall of armor, allowing the Man-O-War to crush enemy emplacements. ====Playstyle==== If you want heavy infantry you’ve come to the right place. Armored Korps is an Army made up entirely of slow, tough infantry clad in massive steam armor. The warcasters all provide a number of powerful buffs to the infantry, supported by hybrid support/combat models like the Kovnik and Kommandant Arconovich. What the army lacks in speed it makes up for in high ARM and HP values that make them difficult to move once they take a position. ===Fifth Division=== ====Lore==== The ranks of the Winter Guard were the patriotic backbone of the Khadoran Army for years before the Claiming. Hardened by a rigorous training regimen and driven by their love for the Motherland, these soldiers march against the enemies of the Empire. Many of their tactics would eventually be adapted into the modern Winter Korp in the decade after the Claiming. ====Playstyle==== As the precursors to the modern Winter Korp the Fifth Division has several playstyle similarities but also some key differences. While the core of the Army is, like Winter Korp, cheap ranged infantry, where it differs most is in the available supporting models that accompany them. This is particularly evident in the Army’s warjack support: not one, but two character journeyman warcasters mean that the Fifth Division is capable of packing an absurd amount of focus generation into a list, providing their infantry with a supporting core of heavy warjacks fully fueled and ready to inflict pain with artillery and melee alike. ===Legion of Everblight=== ===Dragon’s Host=== ====Lore==== When the blighted ogrun tribes go to war, they do so with the blessings of Everblight by their side. Fighting with little regard for personal safety, howling warbands descend upon their foes, crazed by the prospect of spilling blood for their war chiefs and their korune, Thagrosh. Even mortal wounds suffered in battle do not deter them. Instead, such injuries goad them to drive even deeper into the enemy’s heart to shed even more blood before they expire. ====Playstyle==== Dragon’s Host is the heavy infantry Army of the Legion. Blighted Ogrun units and Chosen cavalry make up the core of the Army’s infantry, supported by Command Attachments, solos, and lighter infantry. Alternatively the Army is capable of building a strong warbeast-focused list by taking advantage of their character lesser warlock and powerful cohort-focused warlocks like Absylonia 2. ===Ravens of War=== ====Lore==== Reshaped by the dragon’s power, the blighted Nyss serve as formidable fighters within Everblight’s legion. Utterly devoted to the dragon, whole shards sometimes join battle together to enact their master’s will. Such highly skilled and self-sufficient forces strike fast and hard with a combination of blade, claw, and bow. Supported by agile dragonspawn and powerful nephilim, these Nyss shards can strike anywhere the dragon directs them, moving unnoticed through enemy territory to secure objectives while outmaneuvering larger armies. ====Playstyle==== Ravens of War is an army built for speed. Light infantry and flying warbeasts constitute the majority of the Army’s models. They excel at powerful alpha strikes using both ranged attacks and high SPD melee models, but lack the staying power of tougher Armies as even their heavy warbeasts are on the lower end of the scale with regards to ARM. ===Mercenaries=== ===Blindwater Congregation=== ====Lore==== The gatormen of Blindwater Lake are the core of a vast reptilian cult dedicated to its self-made deity, Bloody Barnabas. Once their leader, this ancient warrior and mystic elevated himself to godhood on a tide of bloodshed. As the pragmatic bokur Calaban guides the congregation from the shadows, gatermen from across the region assemble alongside the bog trogs and other swamp creatures subjugated into fighting alongside them in Barnabas’ name. ===Dark Operations=== ====Lore==== The inscrutable cephalyx tirelessly perform diabolical experiments on their captives deep below the earth. Masters of powerful psychic energies and advanced surgery, these alien beings shape both the minds and bodies of lesser creatures to create heavily modified laborers and warrior slaves to suit the sinister agenda of their vast underground hives. ===Rhul Guard=== ====Lore==== Fighting in the wars of the Iron Kingdoms has allowed the mercenaries of Rhul to stay apprised of the ongoing struggles abroad. These sell-swords fatten the coffers of mercenary clans and receive valuable combat experience against a variety of opponents. Numerous such clans offer the might of Rhulic 'jacks and veteran warriors to those who can afford their asking price. Together, they crush enemy armies to dust beneath the tread of their machine and an unceasing rain of hammer blows. ===Soldiers of Fortune=== ====Lore==== If war is good for business, then business has been very good to the Steelhead mercenary company. Already one of the largest groups of sell-swords in western Immoren before the fall of Llael, subsequent years of warfare have seen them reach peak profitability. Steelheads can be found in nearly every major engagement from Skirov to Imer, bringing victory - or anonymous defeat- at reasonable prices. The company’s regular presence on the battlefield often sees them work alongside many notable freelancers and experts. The old adage holds true: “Either as allies or enemies, the steelheads are gonna cost you.” ===Talion Charter=== ====Lore==== The Talion Charter originally set out the terms and conditions for those serving on teh Talion, a ship crewed largely by men and women brought together by mutiny and who turned to piracy for survival. It has been expanded to serve as a rallying point for a motley assortment of powerful and well-armed pirates and privateers. These include several notable warcasters-for-hire such as Phinneus Shae, the Talion’s captain; Captain Bartolo “Broadsides Bart” Montador of the Calamitas; and the Thamarite sorceress Fiona the Black. The sell-swords of the Talion Charter have proven they can stand on equal footing with any mercenary company in western Immoren and offer their services at quite reasonable rates, both on land and at sea. ===Thornfall Alliance=== ====Lore==== Once, the farrow tribes of Immoren were scattered, but a summit of gathered chiefs sealed an alliance in blood oaths at an old battleground called Thornfall. The foremost of those gathered, the ambitious warlord Lord Carver, cowed the rest into submitting to his violent visions of conquest. Where Lord Carver travels, lesser farrow chieftains are intimidated into obedience, and other great farrow warlords have taken up his banner. Backed by the mad genius of the human Dr. Arkadius and his surgically enhanced warbeasts, the Thornfall Alliance is poised to strike feat into the hearts of the civilized kingdoms. ===Protectorate of Menoth=== ===Final Interdiction=== ====Lore==== The ruling priesthood and scrutators of the Protectorate of Menoth have no more loyal and steadfast protectors and warriors than the Exemplars. Large interdictions of the theocracy’s formidable heavy infantry and cavalry knights are often assembled to serve the Great Crusade, sent against the unbelievers to prove the futility of standing against blessed steel wielded with conviction. Such an interdiction never wavers in fulfilling its orders, as obedience to the clergy is their unbreakable creed. The great machines marching with them are similarly implacable, empowered by blessings both inscribed on their hulls and filling the air as choir voices rise to drown out the lamentations of heretics crushed underfoot. ====Playstyle==== This is Weapon Masters: The Faction. Almost all Exemplar infantry units have Weapon Master on their melee attacks. Cinerators and Bastions make for a defensive wall while Exemplars and Errants have various effects that make them a devastating strike force. Their warjacks are lackluster, but become fairly good when buffed by the Choir of Menoth. That’s okay - warjacks here are often relegated to a second-line role while the infantry lead the show. The downside - fairly weak at range and can be slow to get into combat. But if you have Kreoss leading, his feat can lead to an entire enemy army being wiped out, if you pick your timing. Cyrenia looks less powerful in comparison, and she is, but she can overcome some of the army’s weaknesses and move them up the field faster. In addition to Weapon Master, Exemplars have a lot of Dispel effects, set things on fire, and sometimes have vengeance effects. ===Temple Guardians=== ====Lore==== The soldiers of the Flameguard Temple once found their purpose in defending the sacred sites of the Protectorate, but the turmoil of the years before the Claiming has seen these former guardians forged into one of the most formidable fighting forces of the nation. ====Playstyle==== Temple Flameguard is a fairly straightforward Army that can run either a mass of cheap-but-effective infantry or a large battlegroup of warjacks supported by some of the best warjack support models in the game. The Choir of Menoth is key to leveraging the Flameguard’s stable of warjacks by providing a selection of buffs to protect warjacks on the approach before buffing their damage output for offensive turns. ===Retribution of Scyrah=== ===Legions of Dawn=== ====Lore==== The proud Dawnguard soldiers of House Nyarr represent one of the greatest assets in the Retribution of Scyrah’s arsenal. Bearing the most advanced weapons of their Great Military House, they are implacable warriors devoted to House Nyarr and through it the Retribution’s cause. The Nyss are a scattered people, driven from their homelands by the followers of the dragon Everblight. Many refugees made their way to Ios and have joined in the defense of their god Nyssor. ====Playstyle==== Legions of Dawn is an infantry-focused Army with an emphasis on armored single-wound infantry. Both the Dawnguard Sentinels and Ryssovass Defenders pack solid defensive statlines and high melee damage output, with the Dawnguard Invictors and Nyss Hunters acting as flexible ranged units that are also decent fighters in melee. The Dawnguard Destors, Destor Thane, and Skeryth Issyan are heavily-armored cavalry models, which allows the Army to field a lot of fast, tough models with a good spread of ranged and melee attacks. Retribution warjacks tend towards the idea of “jack of all trades”. Every heavy warjack boasts a ranged attack and two melee attacks, making them capable of contributing to the fight all game but driving their point costs higher than comparable heavies from other Armies. All of their jacks have the Power Field special rule, which allows them to spend Focus to reduce incoming damage just like a warcaster. ===Shadows of the Retribution=== ====Lore==== The Retribution of Scyrah is most adept at striking from the shadows. Its mage hunters traditionally undertake clandestine missions executed by solo operatives and small teams of elite and dedicated warriors. On rare occasions, however, a show of force is required, and to that end the Retribution assembles stealthy armies comprised of seasoned mage hunters and powerful myrmidons. ====Playstyle==== Shadows is a fragile Army focused primarily on fast, lightly-armored infantry. The Army is made up of two broad model types: Mage Hunters and House Ellowuyr. The Mage Hunters are stealthy commandos, undeterred by both terrain and magical defenses, while House Ellowuyr are expert sword masters that excel at closing with the enemy and laying waste with their blades. The Army can build for a warjack focus too, however, thanks to a journeyman warcaster and cheap Empower solos. As with Legions of Dawn these warjacks tend to be more expensive than their counterparts in other Armies but make up for it with a number of special weapon effects and rules. ===Skorne=== ===Army of the Western Reaches=== ====Lore==== Conflict is to be savored, for battle is the only true chance to prove one’s devotion to the hoksune code. Though the martial orders of Cataphracts and Praetorians disagree on which best exemplifies the martial code of the skorne, they equally embrace the opportunity to demonstrate their adherence to it. Acting on the orders of their tyrants, these disciplined warriors grab the enemy army by its throat and do not relent until the foe is vanquished or they have been claimed by the Void. ===Exalted=== ====Lore==== As silent as the death that will never embrace them, the exalted ancestors of the skorne strike fear into the enemies of the empire. Guided not by a Tyrant’s whims but instead by their own unknowable understanding, the exalted go to war accompanied by ranks of their immortal companions. === Trollbloods === ===Storm of the North=== ====Lore==== For generations, the Northkin have stood as disparate clans, fighting one another as often as they battled the many rivals who surround them. For the first time in centuries, however, these hardy northern folk now fight for a common purpose. Resilient warriors wage war alongside the legendary warbeasts of the trollkin, while powerful warlocks wield arcane might to enhance the battle prowess of their warbands. All opposition is crushed beneath the Northkin onslaught or is frozen and shattered by the power of winter itself. === United Kriels=== ==== Lore ==== The Trollkin of the United Kriels will stop at nothing to protect their new home. In order to defend against any who would seek to drive them out, militias of resolute trollkin take up arms as companies of warriors. These companies mix traditional martial practices of the trollkin with modern firepower and the might of trolls to crush any opposition. 82b941f562cb6b882bcd94b4d5637815bf88c399 1025 1024 2024-08-03T02:10:20Z Gedditoffme 2 wikitext text/x-wiki There are generally 3 types of army * '''Mk4 (Prime)''': These were released in the Mk4 era (2023 on), are having new releases added, and being produced. They are legal for all competitive steamroller tournaments. * '''Prime Legacy''': These were released prior to Mk4, and are legal in all competitive steamroller events. However they are no longer being produced. Not expected to have any new releases (although some mercenaries such as [[Magnus4]] have been added), but are included in annual balance updates. For players with pre-mk4 collections, they are a good option to play competitively, however not generally recommended for new players. * '''Legacy Unlimited''': Pre-mk4 releases that are not allowed in Steamroller events unless marked as unlimited. However, still fine for pickup and narrative events where agreed. Models exclusive to unlimited are not expected to be included in balance erratas. Similar to playing without a theme force in mk3. == Prime Mk4 Armies == Prime Mk4 armies are the best place to start playing War Machine. These are actively still being developed and produced, and armies designed from the ground up to work together. === [[Cygnar Storm Legion]] === ====Lore==== Following an era of what seemed like endless war, the mighty kingdom of Cygnar has enjoyed nearly a decade of peace. While cooperation, openness, and understanding among nations blossomed for a time into a true mechanikal renaissance, Cygnar’s leaders knew that peace was only as lasting as their dedication to the strength of their national security. And so the wide production of a purely galvanic mechanika power source, the storm chamber, led to nothing less than a technological revolution that would ultimately give rise to the greatest fighting force Cygnar had ever known — the Storm Legion. Freshly recruited arcane mechaniks built upon the creations of their predecessors and the curriculum of the Strategic Academy greatly advanced, providing a new foundation for the modernization of arcane warfare and its introduction to the next generation of warcasters. ====Playstyle==== The Storm Legion is a melee-centric army with a few powerful utility guns. They aren’t particularly speedy, but have access to multiple ways to push and knock down opposing models to hamper enemy movement and set up combos. With access to powerful defense buff spells they are able to push the ARM of their warjacks and infantry to very high levels. === [[Orgoth Sea Raiders]]=== ==== Lore ==== Driven from the shores of Immoren more than four centuries ago by the concerted, desperate efforts of the inhabitants they had long sought to enslave, the Orgoth have now returned with a vengeance, their dark host further empowered by vicious new weapons inspired by those that led to the downfall of their first invasion. Backed by savage warjacks and armed with crude but powerful firearms and now dominated by the warwitches who once acted only in the service of the warlords who wrought the previous invasion, the Orgoth have painstakingly prepared for this conquest for a dozen generations. ====Playstyle==== The Sea Raiders are a fast skirmishing army with good damage output but relatively low survivability. Their wide access to movement abilities such as Overtake, Side Step, and Swift Hunter allow them to attack from unexpected angles and take out key opposing pieces early, leaving the enemy army unable to retaliate with it’s full strength. ===Khador Winter Korp=== ====Lore==== After years of political turmoil that brought the nation’s military infrastructure to its knees, Khador has begun the process of modernization in an attempt to catch up with the achievements of its rival nations, its expanding military harnessing the marvels of modern engineering. Antiquated traditions and an outdated arsenal have been replaced by advanced weapon systems and a modular approach to their military industrial complex that keeps them adaptable in the face of an ever-changing, hostile environment. But as always, the Motherland’s success or failure will rest with the leadership and heroism of its officers and warcasters and with the strength of the Khadoran people. ====Playstyle==== Winter Korp is a ranged-focused army with a wide variety of ways to bring the hurt from a distance. The Winter Korp Infantry act as the flexible backbone of the faction and are capable of bringing a variety of Specialist Weapons to confront any foe. They eschew light warjacks in favor of two variants of Heavy warjack and the Man O War heavy infantry armor. ===[[Dusk House Kallyss]]=== ====Lore==== From the ashes of the once great Iosan empire have risen the new houses of Eldritch Lords, who now reign over their Kingdom of Eternal Dusk. House Kallyss has emerged as one of the strongest of this new Iosan Court. The enlightened eldritch who lead the house have dedicated their existences to the defense of the Iron Kingdoms as they seek to redeem their doomed people, even while accepting their dark fate. ====Playstyle==== House Kallyss brings a potent combination of advanced technology and undead infantry to bear. Their warjacks pack a range of unique weapons with numerous special effects (and in the case of their heavy warjack, a fourth hard point) that they combine with powerful debuff spells to ensure their undead infantry hit hard and leave the enemy unable to retaliate. ===[[Southern Kriels Brineblood Marauders]]=== ====Lore==== The Brineblood Marauders are a motley crew of veteran scallywags and fresh recruits from Madrak’s Southern Kriels. They sail the seas of southern Immoren robbing the rich merchant ships of the Iron Kingdoms to supply their families within the Southern Kriels. ====Playstyle==== Brineblood Marauders are a faction that emphasizes buff layering and synergy over raw power. Their warbeasts are extremely flexible and can fill a wide variety of roles with their weapon and Animus options. The core Marauder Crew infantry are a cheap multi-wound generalist unit who’s specialty can be customized by selecting different Command Attachments to lead them; supporting these are a variety of Pyg specialist units and a selection of support and combat solos so you can tailor your list to your playstyle. Thanks to the variety of support models available as both solos and Command Attachments, plus the strength of their Warlock stable, Brinebloods are capable of building just about any style of list from gunlines to tarpits. ===[[Khymera Shadowflame Shard]]=== ====Lore==== Founded by Rhyas after fleeing the Battle of Henge Hold, Khymaera combines her intricate knowledge of blighted physiology with the vast knowledge of Cyriss left etched on Saeryn’s athanc shard when she attempted to step through the Gate. Hunted by Everblight and bent to a new sense of purpose, Khymaera waits in the darkness below Western Immoren for the time to reveal themselves to the world. ====Playstyle==== Shadowflame Shard is an Army that excels at delivering overwhelming force to key points of the battle. They pack an enormous number of movement tricks that allow them to apply their warbeasts and infantry to critical weak points but have trouble surviving a toe-to-toe brawl. They are the first Mk4 Army to receive a super-heavy Warbeast in place of their 80mm solo which allows them to bring a huge amount of battlegroup power to the battlefield. The Army generally has high DEF and low to medium ARM which leaves them vulnerable to accurate high-POW attacks, leading them to heavily favor aggressive plays and assassination win conditions. ===[[Cryx Necrofactorium]]=== Little is yet known about Necrofactorium. Early concept art teasers suggest that the Army will focus on the industrial undead of Cryx. == Legacy Prime Armies == Currently all Legacy models are out of print. These Armies will remain in Prime and continue to receive balance updates, but models for them would need to be purchased from third-party retailers or on the second-hand market. It is recommended not to start these unless you already have the models, however they are allowed in competitive Steamroller events of all levels. Each Legacy Faction has two Legacy Armies, with a handful of exceptions: Mercenaries has 6 Armies, covering the wide variety of Mk1-3 Mercenary and Minion models Convergence of Cyriss, Grymkin, Crucible Guard, and Infernals are “Limited Factions” which were designed to be more self-contained than earlier Factions and had significantly fewer total models. Nearly the entire range of models in each of these Factions are contained within a single Mk4 Army rather than being split between two Prime Armies and a selection of Unlimited models Note that none of these Armies necessarily represent the current state of the Iron Kingdoms setting. Some have been disbanded or absorbed into other forces, others have been radically altered in the decade since the Claiming. The lore blurbs for each represent them around 612 AR, immediately before or during The Claiming, and may have been superseded by newer narrative developments. === Circle Orboros === ===Devourer’s Host=== ====Lore==== To sow terror and reap death, blackclads who embrace the primal aspects of Orboros turn to the Tharn. With murderous howls, Tharn warriors charge from the darkest forests to strike feat into their enemies’ hearts before ripping them out and devouring them whole. These gruesome, gore-streaked combatants run side by side with all manner of easts, intent on slaking their thirst on the blood of the Circle’s foes. Theirs is a history of violence, and their motivations for war do not stray beyond devotion to the Devourer Wurm and an attunement with the basest of instincts. ====Playstyle==== Devourer’s Host combines Circle’s hard-hitting Tharn infantry with a stable of flexible living warbeasts. Multi-wound Tharn units give them some staying power, and though their ARM values aren’t particularly high for multi-wound infantry they partially make up for it with a number of ways to heal and a high offensive output. Fast warbeasts and infantry emphasize getting the first hit in to cripple the enemy before they can retaliate. ===Secret Dominion=== ====Lore==== Since the order’s inception, the blackclads of the Circle Orboros have passed down the secrets of shaping and animating wood and stone to do their bidding as wolds. The product of ancient rites and blood sacrifices, these massive stone constructs patrol the old places of the world and ensure the sacred sites of the order remain untouched by outsiders, falling upon intruders without hesitation to crush them under fist and foot. When the need is dire, many villages of Wolf Sworn are drawn together in great hunting parties. Such a force draws upon its warriors’ hunting skills and their knowledge of the land to launch lethal ambushes against enemy columns marching through the wilderness. ====Playstyle==== Secret Dominion makes heavy use of Wolds; heavily-armored construct warbeasts that are able to take a punch better than anything else in Circle Orboros. The light Wolfsworn infantry complement this, providing fast baseline infantry to support the heavy-hitting Wolds and magic-wielding Druids. ===[[Convergence of Cyriss]]=== ====Lore==== The worshipers of teh clockwork goddess have conceived of the most technologically advanced machines in existence. Armed with impressive firepower and fueled by energy sources well beyond the understanding of even the greatest minds in the Iron Kingdoms, the vectors of the Convergence of Cyris turn hard targets into shrapnel and smash through infantry formations with whirring blades and spiked fists. There are few things more disconcerting than facing a legion of Convergence soldiers who have achieved transcendence - metal-bodied warriors who go to battle in silence and act in unison with mathematical perfection. ====Playstyle==== Convergence plays like a single clockwork machine come to life. Order of activations is key to their playstyle as focus is passed between warjacks and support solos set up buffs and debuffs in precise order. A player who learns to harness this synergistic planning will be rewarded with powerful damage output in melee and at medium ranges. The faction is on the slower side overall (save for a handful of outliers) but makes up for it with strong warjacks and a number of ways to return troops to play. ===[[Crucible Guard]]=== ====Lore==== The Crucible Guard has unleashed its standing army in a show of force that unveils its impressive military innovations and tactical flexibility. Its highly trained and specialized soldiers fight in concert with skilled combat alchemists and support units to push up the field in a haze of alchemical smoke, backed up by the might of the Golden Crucible’s advanced war machines. ====Playstyle==== Crucible Guard is a ranged debuff faction that exists somewhere in the space between Cygnar and Cryx in terms of playstyle. They have access to a large amount of firepower and ranged debuffs, preferring to use warjacks and artillery loaded with alchemical shells to weaken their opponents before shredding them with gunfire or closing to melee with their heavy infantry. ===[[Cryx]]=== ===Blackfleet=== ====Lore==== Borne on a black tide to bring death and suffering to the mainland, the pirates of Cryx instill terror in the hearts of those who live on the Broken Coast. Comprised of swift Satyxis, merciless Black Ogrun, roaring hordes of blighted trollkin, and crews of Scharde sailors, raiding parties join Cryx’s warcasters and their battlegroups in executing their bloody assaults. ====Playstyle==== The Black Fleet is an infantry army that uses speed and magic to ensure a devastating first strike against opposing armies. The Satyxis infantry act as a core of fast but fragile infantry backed up by a variety of tougher Orgun and Trollkin infantry. They excel at shredding other infantry armies that are unprepared for their speed and high DEF. ===Dark Host=== ====Lore==== Torn from the horrors of the void and given new forms in the bodies of the dead, banes are dark and sinister warriors in the service of Cryx. Far from mindless, they possess a military cunning mixed with an utter malevolence to life. Supported by potent necromancers, armies of banes beset the enemy like a tide of darkness and death. ====Playstyle==== Dark Host is an infantry army that focuses on debuffing the enemy and swarming them with undead minions. The three Bane infantry units make up the bulk of the force while the warcasters and solos provide a myriad of ways to cripple their enemies and return their own undead troops to the battlefield, forcing their opponent to fight a war of attrition against a seemingly-endless horde of the undead. ===[[Cygnar]]=== ===First Army=== ====Lore==== Trenchers are men and women of unparalleled grit found at the forefront of nearly every Cygnaran engagement. First on the field and last to leave, it is the trenchers’ duty to form the vanguard of Cygnar’s military might and seize the battlefield against all opposition. ====Playstyle==== The First Army is a ranged-focused army. They boast a wide variety of ranged attacks in the form of rifles, miniguns, and light cannon carried primarily from Tough single-wound infantry. ===Storm Knights=== ====Lore==== Cygnar’s Storm Division was an autonomous military force that delivers the flash of lightning and the roll of thunder to the battlefields of Immoren. The division represented the latest in voltaic weaponry and hardware produced by the Cygnaran Armory before the Claiming. The technologies and tactics developed for the division would eventually be used to found the Storm Legion in the years after The Claiming. ====Playstyle==== Precursors to the modern Storm Legion, the Storm Knights have access to many similar techniques to their Mk4 descendants. Strong melee troops make up the core of the force backed up by advanced warjacks like the Stormclad. While they do have access to a number of lighting-based ranged weapons, these are generally of middling RNG and suffer against armies with lots of Resistance: Electricity. Both the Storm Blade and Storm Lance units do come with Dual Attack and Pistol however, allowing them to make full use of their ranged attacks while locked in melee combat. === [[Grymkin]], the Wicked Harvest === ====Lore==== The grymkin are not an organized military force. They do not come to battle in regimented formations; indeed, they attack with scarcely any perceivable order at all. When a mass of motley grymkin lumber to war in the service of their masters, they advance as a haphazard but terrifying horde. Descending upon a vice-ridden population, they indulge in their unique appetites as they demand their due of wicked humanity. ====Playstyle==== Grymkin are a melee-focused army with a penchant for punishment. Unlike every other Army in the game their warlocks lack a Feat. Instead they gain access to several unique Command Cards that can be played when their opponent triggers certain effects such as killing a Grymkin model with a ranged attack or casting a spell in the Grymkin warlock’s control range. The rest of the army is relatively slow and has few ranged weapons, preferring to spend the early game collecting corpses to fuel a devastating counter attack. ===[[Infernals]]=== ====Lore==== As an ancient pact reaches its moment of reckoning, horrifying forces from beyond comprehension descend upon the world to collect. With traitorous mortals as their momentary tools, Infernal Masters bring their nightmares to battle for every soul they believe is their due. Though few would have suspected the terrible legacy that would follow that pact, many will pay for it as the Infernals move among them. ===[[Khador]]=== ===Armored Korps=== ====Lore==== With a hiss of steam and the tread of iron, the heavily armored infantry of Khador march to war with heavy warjacks at their side. Though Khador lacks the light warjacks of other nations, they make up for it with a dedicated corps of soldiers who go to war in steam-powered armor. Few opponents possess the weaponry able to chew through so thick a wall of armor, allowing the Man-O-War to crush enemy emplacements. ====Playstyle==== If you want heavy infantry you’ve come to the right place. Armored Korps is an Army made up entirely of slow, tough infantry clad in massive steam armor. The warcasters all provide a number of powerful buffs to the infantry, supported by hybrid support/combat models like the Kovnik and Kommandant Arconovich. What the army lacks in speed it makes up for in high ARM and HP values that make them difficult to move once they take a position. ===Fifth Division=== ====Lore==== The ranks of the Winter Guard were the patriotic backbone of the Khadoran Army for years before the Claiming. Hardened by a rigorous training regimen and driven by their love for the Motherland, these soldiers march against the enemies of the Empire. Many of their tactics would eventually be adapted into the modern Winter Korp in the decade after the Claiming. ====Playstyle==== As the precursors to the modern Winter Korp the Fifth Division has several playstyle similarities but also some key differences. While the core of the Army is, like Winter Korp, cheap ranged infantry, where it differs most is in the available supporting models that accompany them. This is particularly evident in the Army’s warjack support: not one, but two character journeyman warcasters mean that the Fifth Division is capable of packing an absurd amount of focus generation into a list, providing their infantry with a supporting core of heavy warjacks fully fueled and ready to inflict pain with artillery and melee alike. ===Legion of Everblight=== ===Dragon’s Host=== ====Lore==== When the blighted ogrun tribes go to war, they do so with the blessings of Everblight by their side. Fighting with little regard for personal safety, howling warbands descend upon their foes, crazed by the prospect of spilling blood for their war chiefs and their korune, Thagrosh. Even mortal wounds suffered in battle do not deter them. Instead, such injuries goad them to drive even deeper into the enemy’s heart to shed even more blood before they expire. ====Playstyle==== Dragon’s Host is the heavy infantry Army of the Legion. Blighted Ogrun units and Chosen cavalry make up the core of the Army’s infantry, supported by Command Attachments, solos, and lighter infantry. Alternatively the Army is capable of building a strong warbeast-focused list by taking advantage of their character lesser warlock and powerful cohort-focused warlocks like Absylonia 2. ===Ravens of War=== ====Lore==== Reshaped by the dragon’s power, the blighted Nyss serve as formidable fighters within Everblight’s legion. Utterly devoted to the dragon, whole shards sometimes join battle together to enact their master’s will. Such highly skilled and self-sufficient forces strike fast and hard with a combination of blade, claw, and bow. Supported by agile dragonspawn and powerful nephilim, these Nyss shards can strike anywhere the dragon directs them, moving unnoticed through enemy territory to secure objectives while outmaneuvering larger armies. ====Playstyle==== Ravens of War is an army built for speed. Light infantry and flying warbeasts constitute the majority of the Army’s models. They excel at powerful alpha strikes using both ranged attacks and high SPD melee models, but lack the staying power of tougher Armies as even their heavy warbeasts are on the lower end of the scale with regards to ARM. ===Mercenaries=== ===Blindwater Congregation=== ====Lore==== The gatormen of Blindwater Lake are the core of a vast reptilian cult dedicated to its self-made deity, Bloody Barnabas. Once their leader, this ancient warrior and mystic elevated himself to godhood on a tide of bloodshed. As the pragmatic bokur Calaban guides the congregation from the shadows, gatermen from across the region assemble alongside the bog trogs and other swamp creatures subjugated into fighting alongside them in Barnabas’ name. ===Dark Operations=== ====Lore==== The inscrutable cephalyx tirelessly perform diabolical experiments on their captives deep below the earth. Masters of powerful psychic energies and advanced surgery, these alien beings shape both the minds and bodies of lesser creatures to create heavily modified laborers and warrior slaves to suit the sinister agenda of their vast underground hives. ===Rhul Guard=== ====Lore==== Fighting in the wars of the Iron Kingdoms has allowed the mercenaries of Rhul to stay apprised of the ongoing struggles abroad. These sell-swords fatten the coffers of mercenary clans and receive valuable combat experience against a variety of opponents. Numerous such clans offer the might of Rhulic 'jacks and veteran warriors to those who can afford their asking price. Together, they crush enemy armies to dust beneath the tread of their machine and an unceasing rain of hammer blows. ===Soldiers of Fortune=== ====Lore==== If war is good for business, then business has been very good to the Steelhead mercenary company. Already one of the largest groups of sell-swords in western Immoren before the fall of Llael, subsequent years of warfare have seen them reach peak profitability. Steelheads can be found in nearly every major engagement from Skirov to Imer, bringing victory - or anonymous defeat- at reasonable prices. The company’s regular presence on the battlefield often sees them work alongside many notable freelancers and experts. The old adage holds true: “Either as allies or enemies, the steelheads are gonna cost you.” ===Talion Charter=== ====Lore==== The Talion Charter originally set out the terms and conditions for those serving on teh Talion, a ship crewed largely by men and women brought together by mutiny and who turned to piracy for survival. It has been expanded to serve as a rallying point for a motley assortment of powerful and well-armed pirates and privateers. These include several notable warcasters-for-hire such as Phinneus Shae, the Talion’s captain; Captain Bartolo “Broadsides Bart” Montador of the Calamitas; and the Thamarite sorceress Fiona the Black. The sell-swords of the Talion Charter have proven they can stand on equal footing with any mercenary company in western Immoren and offer their services at quite reasonable rates, both on land and at sea. ===Thornfall Alliance=== ====Lore==== Once, the farrow tribes of Immoren were scattered, but a summit of gathered chiefs sealed an alliance in blood oaths at an old battleground called Thornfall. The foremost of those gathered, the ambitious warlord Lord Carver, cowed the rest into submitting to his violent visions of conquest. Where Lord Carver travels, lesser farrow chieftains are intimidated into obedience, and other great farrow warlords have taken up his banner. Backed by the mad genius of the human Dr. Arkadius and his surgically enhanced warbeasts, the Thornfall Alliance is poised to strike feat into the hearts of the civilized kingdoms. ===Protectorate of Menoth=== ===Final Interdiction=== ====Lore==== The ruling priesthood and scrutators of the Protectorate of Menoth have no more loyal and steadfast protectors and warriors than the Exemplars. Large interdictions of the theocracy’s formidable heavy infantry and cavalry knights are often assembled to serve the Great Crusade, sent against the unbelievers to prove the futility of standing against blessed steel wielded with conviction. Such an interdiction never wavers in fulfilling its orders, as obedience to the clergy is their unbreakable creed. The great machines marching with them are similarly implacable, empowered by blessings both inscribed on their hulls and filling the air as choir voices rise to drown out the lamentations of heretics crushed underfoot. ====Playstyle==== This is Weapon Masters: The Faction. Almost all Exemplar infantry units have Weapon Master on their melee attacks. Cinerators and Bastions make for a defensive wall while Exemplars and Errants have various effects that make them a devastating strike force. Their warjacks are lackluster, but become fairly good when buffed by the Choir of Menoth. That’s okay - warjacks here are often relegated to a second-line role while the infantry lead the show. The downside - fairly weak at range and can be slow to get into combat. But if you have Kreoss leading, his feat can lead to an entire enemy army being wiped out, if you pick your timing. Cyrenia looks less powerful in comparison, and she is, but she can overcome some of the army’s weaknesses and move them up the field faster. In addition to Weapon Master, Exemplars have a lot of Dispel effects, set things on fire, and sometimes have vengeance effects. ===Temple Guardians=== ====Lore==== The soldiers of the Flameguard Temple once found their purpose in defending the sacred sites of the Protectorate, but the turmoil of the years before the Claiming has seen these former guardians forged into one of the most formidable fighting forces of the nation. ====Playstyle==== Temple Flameguard is a fairly straightforward Army that can run either a mass of cheap-but-effective infantry or a large battlegroup of warjacks supported by some of the best warjack support models in the game. The Choir of Menoth is key to leveraging the Flameguard’s stable of warjacks by providing a selection of buffs to protect warjacks on the approach before buffing their damage output for offensive turns. ===Retribution of Scyrah=== ===Legions of Dawn=== ====Lore==== The proud Dawnguard soldiers of House Nyarr represent one of the greatest assets in the Retribution of Scyrah’s arsenal. Bearing the most advanced weapons of their Great Military House, they are implacable warriors devoted to House Nyarr and through it the Retribution’s cause. The Nyss are a scattered people, driven from their homelands by the followers of the dragon Everblight. Many refugees made their way to Ios and have joined in the defense of their god Nyssor. ====Playstyle==== Legions of Dawn is an infantry-focused Army with an emphasis on armored single-wound infantry. Both the Dawnguard Sentinels and Ryssovass Defenders pack solid defensive statlines and high melee damage output, with the Dawnguard Invictors and Nyss Hunters acting as flexible ranged units that are also decent fighters in melee. The Dawnguard Destors, Destor Thane, and Skeryth Issyan are heavily-armored cavalry models, which allows the Army to field a lot of fast, tough models with a good spread of ranged and melee attacks. Retribution warjacks tend towards the idea of “jack of all trades”. Every heavy warjack boasts a ranged attack and two melee attacks, making them capable of contributing to the fight all game but driving their point costs higher than comparable heavies from other Armies. All of their jacks have the Power Field special rule, which allows them to spend Focus to reduce incoming damage just like a warcaster. ===Shadows of the Retribution=== ====Lore==== The Retribution of Scyrah is most adept at striking from the shadows. Its mage hunters traditionally undertake clandestine missions executed by solo operatives and small teams of elite and dedicated warriors. On rare occasions, however, a show of force is required, and to that end the Retribution assembles stealthy armies comprised of seasoned mage hunters and powerful myrmidons. ====Playstyle==== Shadows is a fragile Army focused primarily on fast, lightly-armored infantry. The Army is made up of two broad model types: Mage Hunters and House Ellowuyr. The Mage Hunters are stealthy commandos, undeterred by both terrain and magical defenses, while House Ellowuyr are expert sword masters that excel at closing with the enemy and laying waste with their blades. The Army can build for a warjack focus too, however, thanks to a journeyman warcaster and cheap Empower solos. As with Legions of Dawn these warjacks tend to be more expensive than their counterparts in other Armies but make up for it with a number of special weapon effects and rules. ===Skorne=== ===Army of the Western Reaches=== ====Lore==== Conflict is to be savored, for battle is the only true chance to prove one’s devotion to the hoksune code. Though the martial orders of Cataphracts and Praetorians disagree on which best exemplifies the martial code of the skorne, they equally embrace the opportunity to demonstrate their adherence to it. Acting on the orders of their tyrants, these disciplined warriors grab the enemy army by its throat and do not relent until the foe is vanquished or they have been claimed by the Void. ===Exalted=== ====Lore==== As silent as the death that will never embrace them, the exalted ancestors of the skorne strike fear into the enemies of the empire. Guided not by a Tyrant’s whims but instead by their own unknowable understanding, the exalted go to war accompanied by ranks of their immortal companions. === Trollbloods === ===Storm of the North=== ====Lore==== For generations, the Northkin have stood as disparate clans, fighting one another as often as they battled the many rivals who surround them. For the first time in centuries, however, these hardy northern folk now fight for a common purpose. Resilient warriors wage war alongside the legendary warbeasts of the trollkin, while powerful warlocks wield arcane might to enhance the battle prowess of their warbands. All opposition is crushed beneath the Northkin onslaught or is frozen and shattered by the power of winter itself. === United Kriels=== ==== Lore ==== The Trollkin of the United Kriels will stop at nothing to protect their new home. In order to defend against any who would seek to drive them out, militias of resolute trollkin take up arms as companies of warriors. These companies mix traditional martial practices of the trollkin with modern firepower and the might of trolls to crush any opposition. b66f91b6582206a95cc9cd6c9ec7cc699c33d32c Abyssal King 0 313 1026 2024-08-03T02:37:55Z Nindokag 27 Created page with "== Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3..." wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration[d3]}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Figurehead - Seahorse PC 7'''</big> *'''Model RAT +1'''d *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. {{Retaliatory Strike}} |} <big>'''Figurehead - Triton PC 6'''</big> * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. {{Unyielding}} |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8|*{{Critical Knockdown}} }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8|*{{Critical Knockdown}} }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 9f18ee144dfc0e730c96be01eaec31248524690a 1027 1026 2024-08-03T02:39:44Z Nindokag 27 /* Loadout Options */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration[d3]}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1'''d *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. {{Retaliatory Strike}} |} <big>'''Triton PC 6'''</big> * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. {{Unyielding}} |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8|*{{Critical Knockdown}} }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15| }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 473ff84f17724ad3eefa7762665b2761f1ec49c0 1028 1027 2024-08-03T02:40:19Z Nindokag 27 /* Loadout Options */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration[d3]}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1'''d *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. {{Retaliatory Strike}} |} <big>'''Triton PC 6'''</big> * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. {{Unyielding}} |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 04c68c9dc5200bd1e502bce93ded827d1ca9e1c9 1032 1028 2024-08-03T02:43:19Z Nindokag 27 /* Figurehead */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration[d3]}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1'''d *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ({{Retaliatory Strike}}) |} <big>'''Triton PC 6'''</big> * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 119761bccbe537785a73f32ef26a798a843ebd2f 1034 1032 2024-08-03T02:45:06Z Nindokag 27 /* Figurehead */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration[d3]}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1'''d *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 3e993cf18207f4a1f232bed8762222760258d590 1036 1034 2024-08-03T02:47:11Z Nindokag 27 /* Abilities: */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration_d3}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1'''d *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} eca7b23b93b8e766f1c7cc38daa226c01bcab5db 1039 1036 2024-08-03T03:44:44Z Nindokag 27 /* Statistics: */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Abyssal King ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration_d3}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1'''d *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 2e8c17528f631104ded377acd215c0bc06152ed5 1048 1039 2024-08-03T07:46:52Z Nindokag 27 /* Role and Strengths: */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Abyssal King ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration_d3}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1'''d *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Giant bomb-throwing beatstick monster * Up to ELEVEN attacks: 3 melee and 3 ranged initials (or 2 melee and 4 ranged), then 5 additional attacks to be bought with fury. * With Rage, POW 24 on the Bowsprit attacks. * With the +1Spd figurehead, has a 12" melee threat. * In addition to being a giant beatstick, it also provides an area buff to your army - either a defensive buff by giving enemies -2 to hit, or an offensive buff by giving your models +2 to hit. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 31bcacb23d5c13fad5b61e20e5f89d3f25c8367d Template:Critical Knockdown 10 314 1029 2024-08-03T02:40:56Z Nindokag 27 Created page with "```Critical Knockdown``` - On a critical hit, models hit become knocked down." wikitext text/x-wiki ```Critical Knockdown``` - On a critical hit, models hit become knocked down. 8f77b24683758d8892f0179c86b639bba2c0cd3f 1030 1029 2024-08-03T02:41:24Z Nindokag 27 wikitext text/x-wiki '''Critical Knockdown''' - On a critical hit, models hit become knocked down. fd1339dcb7db2b499d69495e90d8033669b03a01 Template:Plasma Nimbus 10 315 1031 2024-08-03T02:42:35Z Nindokag 27 Created page with "'''Plasma Nimbus''' - If this model is hit by a melee attack, immediately after the attack is resolved you can choose to have the attacking model suffer a POW 10 electrical damage roll unless this model was destroyed or removed from play by the attack." wikitext text/x-wiki '''Plasma Nimbus''' - If this model is hit by a melee attack, immediately after the attack is resolved you can choose to have the attacking model suffer a POW 10 electrical damage roll unless this model was destroyed or removed from play by the attack. 95843d72c60127320d54cbe4870a8f9bd431ca57 Template:Retaliatory Strike 10 316 1033 2024-08-03T02:44:48Z Nindokag 27 Created page with "'''Retaliatory Strike''' - If a model with Retaliatory Strike is hit by an enemy melee attack during your opponent's turn, after that attack is resolved the model with Retaliatory Strike can immediately make one basic melee attack against the attacking model. A model with Retaliatory Strike can make only one Retaliatory Strike per turn." wikitext text/x-wiki '''Retaliatory Strike''' - If a model with Retaliatory Strike is hit by an enemy melee attack during your opponent's turn, after that attack is resolved the model with Retaliatory Strike can immediately make one basic melee attack against the attacking model. A model with Retaliatory Strike can make only one Retaliatory Strike per turn. 203e11690e1f26d2c578a8cf00141c0a04044151 Template:Bulldoze 10 317 1035 2024-08-03T02:46:35Z Nindokag 27 Created page with "'''Bulldoze''' - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack." wikitext text/x-wiki '''Bulldoze''' - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack. 0068fcfd5b24c898019be82821e4b28493b0c543 Template:Regeneration d3 10 318 1037 2024-08-03T02:48:11Z Nindokag 27 Created page with "'''Regeneration [d3]''' - This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs." wikitext text/x-wiki '''Regeneration [d3]''' - This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs. fb466b76a94d88110d6a3b745bb8c89b5de2059b Template:Snacking 10 217 1038 700 2024-08-03T02:48:32Z Nindokag 27 wikitext text/x-wiki '''Snacking''' - When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points. 0f8a13cbea2f5ec813343646bc369429a36f5d1a File:Khymaera.jpg 6 319 1040 2024-08-03T05:29:25Z Piotr 35 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Khymaera Shadowflame Shard 0 39 1041 165 2024-08-03T05:57:53Z Piotr 35 wikitext text/x-wiki [[File:Khymaera.jpg|750x1500px|right|thumb|alt=khymarea art]] ''In the lightless depths of the deepest caverns beneath the Wyrmwall Mountains, a cancer has been flourishing unseen: an army of flesh-crafted dragonkin whose shapes and forms have been perfected by the influence of the power of the goddess of machines, Cyriss, and who have been trained and guided in the arts of subtlety and assassination by their creator Rhyas. Now they are forced to make their presence known. These patient killers had been biding their time, spreading unnoticed through the hive tunnels below. But a new force marches upon the surface world that threatens to swallow the essential resources necessary for their long-term plans. Stirred to action, this army of living weapons will turn their blades against any that stand in their way. == Why Play Shadowflame Shard == If you crave the speed and lethality of a deadly fusion of metal and flesh, this army is your ultimate choice.<br> Khymaera models are highly versatile, capable of becoming extremely mobile and lethal through a combination of spell racks, minions, and animi. Their warbeasts boast an impressive array of initial attacks and enhanced mobility options like Sidestep, Swift Hunter, or Flight.<br> While their weapons typically have medium POW, you can effortlessly increase their potency by +4 using Enrage from [[Bellighul, Master of Pain|Bellighul]] and Silence of Death from the [[Khymaera Shadowflame Shard Rack|spell rack]]. This makes them formidable foes on the battlefield.<br> As for the infantry, they generally feature light armor with above-average defense and speed, except for the [[Incarnate Knights|notable exception]]. They wield weapons with average power, requiring buffs to effectively deal with heavily armored enemies. The entire army comes with native Pathfinder or Flight abilities, and about half of the infantry possess stealth, although they can be easily taken down by a average blasts. == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === [Place Holder] Hard-to-kill Beatstick Warlock, not shy of get into the fray himself. Often is happy with only Upkeep, riding somewhere, hitting something at best, to trigger his ''Alpha Hunter'' Rule and camping 4+ Fury. === [[Nyxyan, the Stygian Coil]] === [Place Holder] Her Main-Gameplan is Spell Assassination and Spell-Slinging is all she is about. === [[Rassyk, Spawn of Shadows]] === [Place Holder] Very consistent Warrior-Buff Warlock, which likes to play mixed-arms Concepts due to Warpath. === [[Shyryss, the Flawless Dark]] === [Place Holder] Very good Control-Style Caster {{Khymaera Shadowflame Shard Footer}} d0bb6a8b8a4bef4278fba4ef1ba3af42124bdc81 1042 1041 2024-08-03T05:58:22Z Piotr 35 wikitext text/x-wiki [[File:Khymaera.jpg|750x1500px|right|thumb|alt=khymarea art]] ''In the lightless depths of the deepest caverns beneath the Wyrmwall Mountains, a cancer has been flourishing unseen: an army of flesh-crafted dragonkin whose shapes and forms have been perfected by the influence of the power of the goddess of machines, Cyriss, and who have been trained and guided in the arts of subtlety and assassination by their creator Rhyas. Now they are forced to make their presence known. These patient killers had been biding their time, spreading unnoticed through the hive tunnels below. But a new force marches upon the surface world that threatens to swallow the essential resources necessary for their long-term plans. Stirred to action, this army of living weapons will turn their blades against any that stand in their way. == Why Play Shadowflame Shard == If you crave the speed and lethality of a deadly fusion of metal and flesh, this army is your ultimate choice.<br> Khymaera models are highly versatile, capable of becoming extremely mobile and lethal through a combination of spell racks, minions, and animi. Their warbeasts boast an impressive array of initial attacks and enhanced mobility options like Sidestep, Swift Hunter, or Flight.<br> While their weapons typically have medium POW, you can effortlessly increase their potency by +4 using Enrage from [[Bellighul, Master of Pain|Bellighul]] and Silence of Death from the [[Khymaera Shadowflame Shard Rack|spell rack]]. This makes them formidable foes on the battlefield.<br> As for the infantry, they generally feature light armor with above-average defense and speed, except for the [[Incarnate Knights|notable exception]]. They wield weapons with average power, requiring buffs to effectively deal with heavily armored enemies. The entire army comes with native Pathfinder or Flight abilities, and about half of the infantry possess stealth, although they can be easily taken down by a average blasts. == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === [Place Holder] Hard-to-kill Beatstick Warlock, not shy of get into the fray himself. Often is happy with only Upkeep, riding somewhere, hitting something at best, to trigger his ''Alpha Hunter'' Rule and camping 4+ Fury. === [[Nyxyan, the Stygian Coil]] === [Place Holder] Her Main-Gameplan is Spell Assassination and Spell-Slinging is all she is about. === [[Rassyk, Spawn of Shadows]] === [Place Holder] Very consistent Warrior-Buff Warlock, which likes to play mixed-arms Concepts due to Warpath. === [[Shyryss, the Flawless Dark]] === [Place Holder] Very good Control-Style Caster {{Khymaera Shadowflame Shard Footer}} 03745c0cdd07b9b980d7974b96972429e6a1833c 1043 1042 2024-08-03T05:58:54Z Piotr 35 wikitext text/x-wiki [[File:Khymaera.jpg|750x1500px|right|thumb|alt=khymarea art]] ''In the lightless depths of the deepest caverns beneath the Wyrmwall Mountains, a cancer has been flourishing unseen: an army of flesh-crafted dragonkin whose shapes and forms have been perfected by the influence of the power of the goddess of machines, Cyriss, and who have been trained and guided in the arts of subtlety and assassination by their creator Rhyas. Now they are forced to make their presence known. These patient killers had been biding their time, spreading unnoticed through the hive tunnels below. But a new force marches upon the surface world that threatens to swallow the essential resources necessary for their long-term plans. Stirred to action, this army of living weapons will turn their blades against any that stand in their way. == Why Play Shadowflame Shard == If you crave the speed and lethality of a deadly fusion of metal and flesh, this army is your ultimate choice.<br> Khymaera models are highly versatile, capable of becoming extremely mobile and lethal through a combination of spell racks, minions, and animi. Their warbeasts boast an impressive array of initial attacks and enhanced mobility options like Sidestep, Swift Hunter, or Flight.<br> While their weapons typically have medium POW, you can effortlessly increase their potency by +4 using Enrage from [[Bellighul, Master of Pain|Bellighul]] and Silence of Death from the [[Khymaera Shadowflame Shard Rack|spell rack]]. This makes them formidable foes on the battlefield.<br> As for the infantry, they generally feature light armor with above-average defense and speed, except for one [[Incarnate Knights|notable exception]]. They wield weapons with average power, requiring buffs to effectively deal with heavily armored enemies. The entire army comes with native Pathfinder or Flight abilities, and about half of the infantry possess stealth, although they can be easily taken down by a average blasts. == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === [Place Holder] Hard-to-kill Beatstick Warlock, not shy of get into the fray himself. Often is happy with only Upkeep, riding somewhere, hitting something at best, to trigger his ''Alpha Hunter'' Rule and camping 4+ Fury. === [[Nyxyan, the Stygian Coil]] === [Place Holder] Her Main-Gameplan is Spell Assassination and Spell-Slinging is all she is about. === [[Rassyk, Spawn of Shadows]] === [Place Holder] Very consistent Warrior-Buff Warlock, which likes to play mixed-arms Concepts due to Warpath. === [[Shyryss, the Flawless Dark]] === [Place Holder] Very good Control-Style Caster {{Khymaera Shadowflame Shard Footer}} 2757b36caa0e503e9729b292857fcef7536011f8 1044 1043 2024-08-03T06:10:26Z Piotr 35 /* Rassyk, Spawn of Shadows */ wikitext text/x-wiki [[File:Khymaera.jpg|750x1500px|right|thumb|alt=khymarea art]] ''In the lightless depths of the deepest caverns beneath the Wyrmwall Mountains, a cancer has been flourishing unseen: an army of flesh-crafted dragonkin whose shapes and forms have been perfected by the influence of the power of the goddess of machines, Cyriss, and who have been trained and guided in the arts of subtlety and assassination by their creator Rhyas. Now they are forced to make their presence known. These patient killers had been biding their time, spreading unnoticed through the hive tunnels below. But a new force marches upon the surface world that threatens to swallow the essential resources necessary for their long-term plans. Stirred to action, this army of living weapons will turn their blades against any that stand in their way. == Why Play Shadowflame Shard == If you crave the speed and lethality of a deadly fusion of metal and flesh, this army is your ultimate choice.<br> Khymaera models are highly versatile, capable of becoming extremely mobile and lethal through a combination of spell racks, minions, and animi. Their warbeasts boast an impressive array of initial attacks and enhanced mobility options like Sidestep, Swift Hunter, or Flight.<br> While their weapons typically have medium POW, you can effortlessly increase their potency by +4 using Enrage from [[Bellighul, Master of Pain|Bellighul]] and Silence of Death from the [[Khymaera Shadowflame Shard Rack|spell rack]]. This makes them formidable foes on the battlefield.<br> As for the infantry, they generally feature light armor with above-average defense and speed, except for one [[Incarnate Knights|notable exception]]. They wield weapons with average power, requiring buffs to effectively deal with heavily armored enemies. The entire army comes with native Pathfinder or Flight abilities, and about half of the infantry possess stealth, although they can be easily taken down by a average blasts. == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === [Place Holder] Hard-to-kill Beatstick Warlock, not shy of get into the fray himself. Often is happy with only Upkeep, riding somewhere, hitting something at best, to trigger his ''Alpha Hunter'' Rule and camping 4+ Fury. === [[Nyxyan, the Stygian Coil]] === [Place Holder] Her Main-Gameplan is Spell Assassination and Spell-Slinging is all she is about. === [[Rassyk, Spawn of Shadows]] === Meet the mixed-arms warlock who excels at both leading and fighting. Early on, he boosts his warriors' armor for a safe advance, and later, he seamlessly switches to Tactician mode to maximize positioning flexibility. With Warpath, he effortlessly deploys his warbeasts, boasting a staggering 18" Wyvern threat range when needed. This warcaster is not just a leader but a formidable warrior himself, having a Flashing Blade with POW 17 and achieving a solid 20 ARM when utilizing Battle Formation. Though his abilities may seem straightforward, mastering the correct activation order and model placement is crucial for optimizing Warpath and Battle Formation benefits. === [[Shyryss, the Flawless Dark]] === [Place Holder] Very good Control-Style Caster {{Khymaera Shadowflame Shard Footer}} 8910be1563923045e9c0f035a5fc4ace738be4ea 1047 1044 2024-08-03T06:24:28Z Piotr 35 wikitext text/x-wiki [[File:Khymaera.jpg|750x1500px|right|thumb|alt=khymarea art]] ''In the lightless depths of the deepest caverns beneath the Wyrmwall Mountains, a cancer has been flourishing unseen: an army of flesh-crafted dragonkin whose shapes and forms have been perfected by the influence of the power of the goddess of machines, Cyriss, and who have been trained and guided in the arts of subtlety and assassination by their creator Rhyas. Now they are forced to make their presence known. These patient killers had been biding their time, spreading unnoticed through the hive tunnels below. But a new force marches upon the surface world that threatens to swallow the essential resources necessary for their long-term plans. Stirred to action, this army of living weapons will turn their blades against any that stand in their way. == Why Play Shadowflame Shard == If you crave the speed and lethality of a deadly fusion of metal and flesh, this army is your ultimate choice.<br> Khymaera models are highly versatile, capable of becoming extremely mobile and lethal through a combination of spell racks, minions, and animi. Their warbeasts boast an impressive array of initial attacks and enhanced mobility options like Sidestep, Swift Hunter, or Flight.<br> While their weapons typically have medium POW, you can effortlessly increase their potency by +4 using Enrage from [[Bellighul, Master of Pain|Bellighul]] and Silence of Death from the [[Khymaera Shadowflame Shard Rack|spell rack]]. This makes them formidable foes on the battlefield.<br> As for the infantry, they generally feature light armor with above-average defense and speed, except for one [[Incarnate Knights|notable exception]]. They wield weapons with average power, requiring buffs to effectively deal with heavily armored enemies. The entire army comes with native Pathfinder or Flight abilities, and about half of the infantry possess stealth, although they can be easily taken down by a average blasts. == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === [Place Holder] Hard-to-kill Beatstick Warlock, not shy of get into the fray himself. Often is happy with only Upkeep, riding somewhere, hitting something at best, to trigger his ''Alpha Hunter'' Rule and camping 4+ Fury. === [[Nyxyan, the Stygian Coil]] === [Place Holder] Her Main-Gameplan is Spell Assassination and Spell-Slinging is all she is about. === [[Rassyk, Spawn of Shadows]] === [[File:Rassyk.png|200x200px|left|thumb|alt=Rassyk art]] Meet the mixed-arms warlock who excels at both leading and fighting. Early on, he boosts his warriors' armor for a safe advance, and later, he seamlessly switches to Tactician mode to maximize positioning flexibility. With Warpath, he effortlessly deploys his warbeasts, boasting a staggering 18" Wyvern threat range when needed. This warcaster is not just a leader but a formidable warrior himself, having a Flashing Blade with POW 17 and achieving a solid 20 ARM when utilizing Battle Formation. Though his abilities may seem straightforward, mastering the correct activation order and model placement is crucial for optimizing Warpath and Battle Formation benefits. === [[Shyryss, the Flawless Dark]] === [[File:Shyryss.png|200x200px|left|thumb|alt=Shyryss art]] [Place Holder] Very good Control-Style Caster {{Khymaera Shadowflame Shard Footer}} 42ec00922562c20cdb8cef008626fbbfa7c1b705 File:Rassyk.png 6 320 1045 2024-08-03T06:11:29Z Piotr 35 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Shyryss.png 6 321 1046 2024-08-03T06:15:38Z Piotr 35 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Kyrrax.jpg 6 322 1049 2024-08-03T07:47:33Z Piotr 35 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Nyxyan.jpg 6 323 1050 2024-08-03T07:48:11Z Piotr 35 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Abyssal King 0 313 1051 1048 2024-08-03T07:51:07Z Nindokag 27 /* Downsides: */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Abyssal King ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration_d3}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1'''d *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Giant bomb-throwing beatstick monster * Up to ELEVEN attacks: 3 melee and 3 ranged initials (or 2 melee and 4 ranged), then 5 additional attacks to be bought with fury. * With Rage, POW 24 on the Bowsprit attacks. * With the +1Spd figurehead, has a 12" melee threat. * In addition to being a giant beatstick, it also provides an area buff to your army - either a defensive buff by giving enemies -2 to hit, or an offensive buff by giving your models +2 to hit. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * As with all Colossals/Gargantuans, a lot of "eggs in one basket". It's far from impossible to kill, and when killed you've lost a lot of your list. * DEF 10 / ARM 19 is squishy for a colossal. It can die easily if left in a vulnerable position. You probably want to protect it with something like Fortify and/or the Boomhowler feat (where the d3 rapid healing is more important than DEF 12). * Since Gargantuans can't move out of activation, it can't be sped up by Perdition, Avenging Force or Tantrum. * For the most expensive Abyssal King build, you could get 3 of the cheapest Deepborn build. == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} c22218e13317c131c499a7535641a4e6c255cb9d 1052 1051 2024-08-03T07:51:19Z Nindokag 27 /* Figurehead */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Abyssal King ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration_d3}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1''' *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Giant bomb-throwing beatstick monster * Up to ELEVEN attacks: 3 melee and 3 ranged initials (or 2 melee and 4 ranged), then 5 additional attacks to be bought with fury. * With Rage, POW 24 on the Bowsprit attacks. * With the +1Spd figurehead, has a 12" melee threat. * In addition to being a giant beatstick, it also provides an area buff to your army - either a defensive buff by giving enemies -2 to hit, or an offensive buff by giving your models +2 to hit. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * As with all Colossals/Gargantuans, a lot of "eggs in one basket". It's far from impossible to kill, and when killed you've lost a lot of your list. * DEF 10 / ARM 19 is squishy for a colossal. It can die easily if left in a vulnerable position. You probably want to protect it with something like Fortify and/or the Boomhowler feat (where the d3 rapid healing is more important than DEF 12). * Since Gargantuans can't move out of activation, it can't be sped up by Perdition, Avenging Force or Tantrum. * For the most expensive Abyssal King build, you could get 3 of the cheapest Deepborn build. == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 58fc770f25bde7141f8c26f54ceac0913d26661b 1053 1052 2024-08-03T07:52:53Z Nindokag 27 /* Downsides: */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Abyssal King ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration_d3}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1''' *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Giant bomb-throwing beatstick monster * Up to ELEVEN attacks: 3 melee and 3 ranged initials (or 2 melee and 4 ranged), then 5 additional attacks to be bought with fury. * With Rage, POW 24 on the Bowsprit attacks. * With the +1Spd figurehead, has a 12" melee threat. * In addition to being a giant beatstick, it also provides an area buff to your army - either a defensive buff by giving enemies -2 to hit, or an offensive buff by giving your models +2 to hit. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * As with all Colossals/Gargantuans, a lot of "eggs in one basket". It's far from impossible to kill, and when killed you've lost a lot of your list. * DEF 10 / ARM 19 is squishy for a colossal. It can die easily if left in a vulnerable position. You probably want to protect it with something like Fortify and/or the Boomhowler feat (where the d3 rapid healing is more important than DEF 12). * Since Gargantuans can't move out of activation, it can't be sped up by Perdition, Avenging Force or Tantrum. * For the most expensive Abyssal King build, you could almost get 3 of the cheapest Deepborn build. == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 88bd2cd90f54f091e35e9e26070ca7ba4a53d5ee 1054 1053 2024-08-03T07:54:29Z Nindokag 27 /* Figurehead */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Abyssal King ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration_d3}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1''' *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * '''Model SPD +1''' * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Giant bomb-throwing beatstick monster * Up to ELEVEN attacks: 3 melee and 3 ranged initials (or 2 melee and 4 ranged), then 5 additional attacks to be bought with fury. * With Rage, POW 24 on the Bowsprit attacks. * With the +1Spd figurehead, has a 12" melee threat. * In addition to being a giant beatstick, it also provides an area buff to your army - either a defensive buff by giving enemies -2 to hit, or an offensive buff by giving your models +2 to hit. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * As with all Colossals/Gargantuans, a lot of "eggs in one basket". It's far from impossible to kill, and when killed you've lost a lot of your list. * DEF 10 / ARM 19 is squishy for a colossal. It can die easily if left in a vulnerable position. You probably want to protect it with something like Fortify and/or the Boomhowler feat (where the d3 rapid healing is more important than DEF 12). * Since Gargantuans can't move out of activation, it can't be sped up by Perdition, Avenging Force or Tantrum. * For the most expensive Abyssal King build, you could almost get 3 of the cheapest Deepborn build. == Recommended loadouts == == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} dbbc2ce90ab9b682959b5d3f52d95aff0baabbd7 1056 1054 2024-08-03T08:17:25Z Nindokag 27 /* Recommended loadouts */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Abyssal King ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration_d3}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->3|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1''' *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * '''Model SPD +1''' * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Giant bomb-throwing beatstick monster * Up to ELEVEN attacks: 3 melee and 3 ranged initials (or 2 melee and 4 ranged), then 5 additional attacks to be bought with fury. * With Rage, POW 24 on the Bowsprit attacks. * With the +1Spd figurehead, has a 12" melee threat. * In addition to being a giant beatstick, it also provides an area buff to your army - either a defensive buff by giving enemies -2 to hit, or an offensive buff by giving your models +2 to hit. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * As with all Colossals/Gargantuans, a lot of "eggs in one basket". It's far from impossible to kill, and when killed you've lost a lot of your list. * DEF 10 / ARM 19 is squishy for a colossal. It can die easily if left in a vulnerable position. You probably want to protect it with something like Fortify and/or the Boomhowler feat (where the d3 rapid healing is more important than DEF 12). * Since Gargantuans can't move out of activation, it can't be sped up by Perdition, Avenging Force or Tantrum. * For the most expensive Abyssal King build, you could almost get 3 of the cheapest Deepborn build. == Recommended loadouts == * Defensive Gargantuan: Electro Lure head + Triton figurehead + 2x Main Guns = 30 points. Play this with Admiral Boomhowler to stack its Awe aura with her feat Roughhouse to further DEF skew your infantry. With Fortify, Unyielding, Roughhouse, and Awe, the Abyssal King is effectively DEF 14 ARM 23 against melee, plus heals d3 every time it takes damage. * Maximum Shooting Gargantuan: Electro Lure head + Seahorse figurehead + 2x Powder Barrel = 33 points. Play this with Firequill, and put Rage on it during Feat turn, to get +4 damage on every damage roll from its spray and its three AOEs. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 7cb9977c76583616f0474cb62634cb1d1eaa0a93 1057 1056 2024-08-03T08:18:11Z Nindokag 27 /* Head */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Abyssal King ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration_d3}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head - PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head - PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1''' *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * '''Model SPD +1''' * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Giant bomb-throwing beatstick monster * Up to ELEVEN attacks: 3 melee and 3 ranged initials (or 2 melee and 4 ranged), then 5 additional attacks to be bought with fury. * With Rage, POW 24 on the Bowsprit attacks. * With the +1Spd figurehead, has a 12" melee threat. * In addition to being a giant beatstick, it also provides an area buff to your army - either a defensive buff by giving enemies -2 to hit, or an offensive buff by giving your models +2 to hit. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * As with all Colossals/Gargantuans, a lot of "eggs in one basket". It's far from impossible to kill, and when killed you've lost a lot of your list. * DEF 10 / ARM 19 is squishy for a colossal. It can die easily if left in a vulnerable position. You probably want to protect it with something like Fortify and/or the Boomhowler feat (where the d3 rapid healing is more important than DEF 12). * Since Gargantuans can't move out of activation, it can't be sped up by Perdition, Avenging Force or Tantrum. * For the most expensive Abyssal King build, you could almost get 3 of the cheapest Deepborn build. == Recommended loadouts == * Defensive Gargantuan: Electro Lure head + Triton figurehead + 2x Main Guns = 30 points. Play this with Admiral Boomhowler to stack its Awe aura with her feat Roughhouse to further DEF skew your infantry. With Fortify, Unyielding, Roughhouse, and Awe, the Abyssal King is effectively DEF 14 ARM 23 against melee, plus heals d3 every time it takes damage. * Maximum Shooting Gargantuan: Electro Lure head + Seahorse figurehead + 2x Powder Barrel = 33 points. Play this with Firequill, and put Rage on it during Feat turn, to get +4 damage on every damage roll from its spray and its three AOEs. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 233d8425f554a5c151488466d6d9134b906108b2 1058 1057 2024-08-03T08:21:26Z Nindokag 27 /* Recommended loadouts */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Abyssal King ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration_d3}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head - PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head - PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1''' *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * '''Model SPD +1''' * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Giant bomb-throwing beatstick monster * Up to ELEVEN attacks: 3 melee and 3 ranged initials (or 2 melee and 4 ranged), then 5 additional attacks to be bought with fury. * With Rage, POW 24 on the Bowsprit attacks. * With the +1Spd figurehead, has a 12" melee threat. * In addition to being a giant beatstick, it also provides an area buff to your army - either a defensive buff by giving enemies -2 to hit, or an offensive buff by giving your models +2 to hit. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * As with all Colossals/Gargantuans, a lot of "eggs in one basket". It's far from impossible to kill, and when killed you've lost a lot of your list. * DEF 10 / ARM 19 is squishy for a colossal. It can die easily if left in a vulnerable position. You probably want to protect it with something like Fortify and/or the Boomhowler feat (where the d3 rapid healing is more important than DEF 12). * Since Gargantuans can't move out of activation, it can't be sped up by Perdition, Avenging Force or Tantrum. * For the most expensive Abyssal King build, you could almost get 3 of the cheapest Deepborn build. == Recommended loadouts == * Defensive Gargantuan: Electro Lure head + Triton figurehead + 2x Main Guns = 30 points. Play this with Admiral Boomhowler to stack its Awe aura with her feat Roughhouse to further DEF skew your infantry. With Fortify, Unyielding, Roughhouse, and Awe, the Abyssal King is effectively DEF 14 ARM 23 against melee, plus heals d3 every time it takes damage. * Maximum Shooting Gargantuan: Electro Lure head + Seahorse figurehead + 2x Powder Barrel = 33 points. Play this with Firequill, and put Rage on it during Feat turn, to get +4 damage on every damage roll from its spray and its three AOEs. The Powder Kegs become POW 12 on their blast damage rolls. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 76f2fb6ce0ca5aba03628ee8c54f044fa193b256 1059 1058 2024-08-03T08:25:35Z Nindokag 27 /* Synergy */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Abyssal King ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * Unstoppable * Slam, Headbutt, Trample * Pathfinder * Dual Attack * Amphibious * {{Bulldoze}} * {{Regeneration_d3}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head - PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head - PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1''' *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * '''Model SPD +1''' * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Giant bomb-throwing beatstick monster * Up to ELEVEN attacks: 3 melee and 3 ranged initials (or 2 melee and 4 ranged), then 5 additional attacks to be bought with fury. * With Rage, POW 24 on the Bowsprit attacks. * With the +1Spd figurehead, has a 12" melee threat. * In addition to being a giant beatstick, it also provides an area buff to your army - either a defensive buff by giving enemies -2 to hit, or an offensive buff by giving your models +2 to hit. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * As with all Colossals/Gargantuans, a lot of "eggs in one basket". It's far from impossible to kill, and when killed you've lost a lot of your list. * DEF 10 / ARM 19 is squishy for a colossal. It can die easily if left in a vulnerable position. You probably want to protect it with something like Fortify and/or the Boomhowler feat (where the d3 rapid healing is more important than DEF 12). * Since Gargantuans can't move out of activation, it can't be sped up by Perdition, Avenging Force or Tantrum. * For the most expensive Abyssal King build, you could almost get 3 of the cheapest Deepborn build. == Recommended loadouts == * Defensive Gargantuan: Electro Lure head + Triton figurehead + 2x Main Guns = 30 points. Play this with Admiral Boomhowler to stack its Awe aura with her feat Roughhouse to further DEF skew your infantry. With Fortify, Unyielding, Roughhouse, and Awe, the Abyssal King is effectively DEF 14 ARM 23 against melee, plus heals d3 every time it takes damage. * Maximum Shooting Gargantuan: Electro Lure head + Seahorse figurehead + 2x Powder Barrel = 33 points. Play this with Firequill, and put Rage on it during Feat turn, to get +4 damage on every damage roll from its spray and its three AOEs. The Powder Kegs become POW 12 on their blast damage rolls. == Synergy == <!-- Which models work well with this? --> * Fortune, from the spell rack, to make the most of its activations (and make crit knockdowns/disruptions more likely). * Fortify, from the spell rack, to make it more survivable. * Rage animus, from the Deepborn, to buff the power of both its guns and melee. * Mawga'Bawza for Ancillary Attack (or Open Fire from the spell rack) to get more use out of its big guns. * Black Spot is another way to get more use out of those guns. * Pyg Dirge to Mark Target and make its guns more accurate. == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} e28f2463da6b8b6d9961d3d1d5b57e407295af28 Khymaera Shadowflame Shard 0 39 1055 1047 2024-08-03T07:57:38Z Piotr 35 wikitext text/x-wiki [[File:Khymaera.jpg|750x1500px|right|thumb|alt=khymarea art]] ''In the lightless depths of the deepest caverns beneath the Wyrmwall Mountains, a cancer has been flourishing unseen: an army of flesh-crafted dragonkin whose shapes and forms have been perfected by the influence of the power of the goddess of machines, Cyriss, and who have been trained and guided in the arts of subtlety and assassination by their creator Rhyas. Now they are forced to make their presence known. These patient killers had been biding their time, spreading unnoticed through the hive tunnels below. But a new force marches upon the surface world that threatens to swallow the essential resources necessary for their long-term plans. Stirred to action, this army of living weapons will turn their blades against any that stand in their way. == Why Play Shadowflame Shard == If you crave the speed and lethality of a deadly fusion of metal and flesh, this army is your ultimate choice.<br> Khymaera models are highly versatile, capable of becoming extremely mobile and lethal through a combination of spell racks, minions, and animi. Their warbeasts boast an impressive array of initial attacks and enhanced mobility options like Sidestep, Swift Hunter, or Flight.<br> While their weapons typically have medium POW, you can effortlessly increase their potency by +4 using Enrage from [[Bellighul, Master of Pain|Bellighul]] and Silence of Death from the [[Khymaera Shadowflame Shard Rack|spell rack]]. This makes them formidable foes on the battlefield.<br> As for the infantry, they generally feature light armor with above-average defense and speed, except for one [[Incarnate Knights|notable exception]]. They wield weapons with average power, requiring buffs to effectively deal with heavily armored enemies. The entire army comes with native Pathfinder or Flight abilities, and about half of the infantry possess stealth, although they can be easily taken down by a average blasts. == Which Caster is for me? == === [[Kyrrax, the Unrelenting Night]] === [[File:Kyrrax.jpg|200x200px|left|thumb|alt=Rassyk art]] [Place Holder] Hard-to-kill Beatstick Warlock, not shy of get into the fray himself. Often is happy with only Upkeep, riding somewhere, hitting something at best, to trigger his ''Alpha Hunter'' Rule and camping 4+ Fury. <br><br><br><br><br><br><br><br><br><br> === [[Nyxyan, the Stygian Coil]] === [[File:Nyxyan.jpg|200x200px|left|thumb|alt=Rassyk art]] [Place Holder] Her Main-Gameplan is Spell Assassination and Spell-Slinging is all she is about. <br><br><br><br><br><br><br><br><br><br><br> === [[Rassyk, Spawn of Shadows]] === [[File:Rassyk.png|200x200px|left|thumb|alt=Rassyk art]] Meet the mixed-arms warlock who excels at both leading and fighting. Early on, he boosts his warriors' armor for a safe advance, and later, he seamlessly switches to Tactician mode to maximize positioning flexibility. With Warpath, he effortlessly deploys his warbeasts, boasting a staggering 18" Wyvern threat range when needed. This warcaster is not just a leader but a formidable warrior himself, having a Flashing Blade with POW 17 and achieving a solid 20 ARM when utilizing Battle Formation. Though his abilities may seem straightforward, mastering the correct activation order and model placement is crucial for optimizing Warpath and Battle Formation benefits. <br><br><br><br><br><br><br> === [[Shyryss, the Flawless Dark]] === [[File:Shyryss.png|200x200px|left|thumb|alt=Shyryss art]] [Place Holder] Very good Control-Style Caster <br><br><br><br><br><br><br><br><br><br> {{Khymaera Shadowflame Shard Footer}} 358e22fb6ad62c67b88b094e42bcbeec91fda693 Template:Crusader's Call 10 324 1060 2024-08-03T08:46:59Z Rork 33 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Crusader's Call</big> ''' || <!--Cost-->3 || <!--rng-->Self || <!--AOE--> Ctrl || <!--pow-->-||<!--dur--> Turn || <!--Off--> No |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Frie..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Crusader's Call</big> ''' || <!--Cost-->3 || <!--rng-->Self || <!--AOE--> Ctrl || <!--pow-->-||<!--dur--> Turn || <!--Off--> No |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Friendly Faction models beginning a charge in the spellcaster's control range gain +2 SPD. Crusader's Call lasts for one turn. |} 3bab32631ca737c66748f4fff285604035c0b057 Template:Rhythm of War 10 325 1061 2024-08-03T08:49:56Z Rork 33 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rhythm of War</big> ''' || <!--Cost-->3 || <!--rng-->Self || <!--AOE-->Ctrl || <!--pow-->-||<!--dur-->Up|| <!--Off--> No |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Warjacks in..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rhythm of War</big> ''' || <!--Cost-->3 || <!--rng-->Self || <!--AOE-->Ctrl || <!--pow-->-||<!--dur-->Up|| <!--Off--> No |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Warjacks in this model's battlegroup that are in its control range can advance up to 3" after all friendly models have ended their activations on your turn. |} 598c78cc20787ccb97faa6b0323b796da95a07e1 Major Anson Wolfe 0 301 1062 998 2024-08-03T08:54:42Z Rork 33 /* Command Cards */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Wolfe 1 ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 16 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 16 |} ===Abilities:=== * [[Blood-Quenched]] * [[Side Step]] ===Weapons=== {{Melee Weapon|Voltaic Hammer |8 |1|15| * '''Magical''' *'''[[Beat Back]]''' * '''[[Critical Thunderclap]]''' }} {{Melee Weapon | Galvanic Sword |8 | 2 |15| * '''Magical''' * '''[[Electro-leap]]'''}} === Feat: Give 'Em Hell! === When one or more friendly Faction models are destroyed while in Wolfe's control area by an enemy attack, immediately after the attack is resolved one model in Wolfe's battlegroup currently in his control area can advance up to 2" and one basic attack. Give 'Em Hell! lasts for one round. === Spells === {{Energizer}} {{Lightning Tendrils}} {{Positive Charge}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] allows you to get a good +4 damage swing on melee attacks. * [[Deflection]] means your opponent has to commit hard repeatedly, even overcommit their forces. This is great to make Wolfe's feat turn a bigger nightmare. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A good support caster who brings movement shenanigans, threat extension and a damage buff to the table ''before'' we talk rack spells. He's also an ever present wildly non-linear melee threat. His feat can punish your opponent if they commit to killing your models and, should they not take the bait, allow you to strike first instead. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The feat is amazing, but can be worked around. If your opponent has tools to Remove from Play, knockdown or make your battlegroup stationary, the feat isn't doing much. Even AoE weapons severely reduce how many attacks you get from it. * Remember that one of his melee weapons only has 1" reach, while the other is 2". == Tricks: == <!-- dot point list of cool plays and combos--> * Lightning tendrils on Storm Blades or Storm Lances means they can each kill 4 or 5 models if they're lucky. ** It's also good for putting on a jack with the Voltaic Hammer - It gives you good damage output with decent threat range. * Maximise the benefits of Positive Charge. Got a warjack jammed up by the enemy? Apply Positive Charge to it and let another unit (or Wolfe) clear it out while standing close to the warjack. Then send the warjack out to attack or kill something else. ''Then'' send a unit in so they're standing within 3" of that jack to attack the same or another target. Each time the models attacking will be benefitting from Positive Charge. * Positive Charge combined with [[Electrify]] allows for a +4 damage swing. This is particularly spicy on [[The General]]. * Positive Charge combined with the Voltaic Halberd gives your a +4 to hit swing on the charge attack and gives it a respectable POW19. * Energizer can pull battlegroup models out of melee so they can then activate and move freely. * Energizer and Side Step means that he can move 15" non-linear if he needs to when he charges. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Single would infantry are his bread and butter. Not only does he make them highly dangerous with Positive Charge, but they give you a lot of potential triggers for his feat. ** Thanks to Positive Charge, none of them are bad. A special mention goes to Stormguard whose charge attacks will be POW17 with it. * Combined arms jacks. Both the Electro-Bombard and Railgun are amusing options for feat shots from Strykers. But should things be up close and personal, being able to just get in there and smack things is highly useful. It gets funnier if the weapon has electro-leap or Lightning Tendrils. ==== Command Cards ==== * [[Power Swell]] is always good, especially if you want to use multiple instances of Positive Charge. * Wolfe's warjacks can get into some weird spots, so [[Old Faithful]] is helpful if they've outrun your mechaniks. * [[High Alert]] can be good for triggering the feat. Make a Warjack a tempting target and put High Alert on one of your infantry. * If you don't want to invest in a Courser or a unit of [[Storm Vanes]] to act as arc nodes for Positive Charge, consider the [[Arcane Forces]] card for [[Range Amplifier]]. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He was a working class friend of Alain Runewood. * He's the second Anson in Cygnar after Anson Hitch. {{Storm Legion Footer}} 00960a06e4f8d3e77b6eedd8b0093d6f4c5811e7 1064 1062 2024-08-03T08:59:41Z Rork 33 /* Weapons */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Wolfe 1 ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 16 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 16 |} ===Abilities:=== * [[Blood-Quenched]] * [[Side Step]] ===Weapons=== {{Melee Weapon|Voltaic Hammer |8 |1|15| * '''Magical''' *'''[[Beat Back]]''' * '''[[Critical Thunderclap]]''' }} {{Melee Weapon | Galvanic Sword |8 | 2 |15| * '''Magical''' * '''[[Electro Leap]]'''}} === Feat: Give 'Em Hell! === When one or more friendly Faction models are destroyed while in Wolfe's control area by an enemy attack, immediately after the attack is resolved one model in Wolfe's battlegroup currently in his control area can advance up to 2" and one basic attack. Give 'Em Hell! lasts for one round. === Spells === {{Energizer}} {{Lightning Tendrils}} {{Positive Charge}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] allows you to get a good +4 damage swing on melee attacks. * [[Deflection]] means your opponent has to commit hard repeatedly, even overcommit their forces. This is great to make Wolfe's feat turn a bigger nightmare. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A good support caster who brings movement shenanigans, threat extension and a damage buff to the table ''before'' we talk rack spells. He's also an ever present wildly non-linear melee threat. His feat can punish your opponent if they commit to killing your models and, should they not take the bait, allow you to strike first instead. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The feat is amazing, but can be worked around. If your opponent has tools to Remove from Play, knockdown or make your battlegroup stationary, the feat isn't doing much. Even AoE weapons severely reduce how many attacks you get from it. * Remember that one of his melee weapons only has 1" reach, while the other is 2". == Tricks: == <!-- dot point list of cool plays and combos--> * Lightning tendrils on Storm Blades or Storm Lances means they can each kill 4 or 5 models if they're lucky. ** It's also good for putting on a jack with the Voltaic Hammer - It gives you good damage output with decent threat range. * Maximise the benefits of Positive Charge. Got a warjack jammed up by the enemy? Apply Positive Charge to it and let another unit (or Wolfe) clear it out while standing close to the warjack. Then send the warjack out to attack or kill something else. ''Then'' send a unit in so they're standing within 3" of that jack to attack the same or another target. Each time the models attacking will be benefitting from Positive Charge. * Positive Charge combined with [[Electrify]] allows for a +4 damage swing. This is particularly spicy on [[The General]]. * Positive Charge combined with the Voltaic Halberd gives your a +4 to hit swing on the charge attack and gives it a respectable POW19. * Energizer can pull battlegroup models out of melee so they can then activate and move freely. * Energizer and Side Step means that he can move 15" non-linear if he needs to when he charges. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Single would infantry are his bread and butter. Not only does he make them highly dangerous with Positive Charge, but they give you a lot of potential triggers for his feat. ** Thanks to Positive Charge, none of them are bad. A special mention goes to Stormguard whose charge attacks will be POW17 with it. * Combined arms jacks. Both the Electro-Bombard and Railgun are amusing options for feat shots from Strykers. But should things be up close and personal, being able to just get in there and smack things is highly useful. It gets funnier if the weapon has electro-leap or Lightning Tendrils. ==== Command Cards ==== * [[Power Swell]] is always good, especially if you want to use multiple instances of Positive Charge. * Wolfe's warjacks can get into some weird spots, so [[Old Faithful]] is helpful if they've outrun your mechaniks. * [[High Alert]] can be good for triggering the feat. Make a Warjack a tempting target and put High Alert on one of your infantry. * If you don't want to invest in a Courser or a unit of [[Storm Vanes]] to act as arc nodes for Positive Charge, consider the [[Arcane Forces]] card for [[Range Amplifier]]. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He was a working class friend of Alain Runewood. * He's the second Anson in Cygnar after Anson Hitch. {{Storm Legion Footer}} 00903f46b86c3b64e00f3ed322cf5998c7d97260 Template:Lightning Tendrils 10 326 1063 2024-08-03T08:57:39Z Rork 33 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Tendrils</big> ''' || <!--Cost-->2 || <!--rng-->6 || <!--AOE-->- || <!--pow-->-||<!--dur-->Up || <!--Off-->No |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Target frien..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Tendrils</big> ''' || <!--Cost-->2 || <!--rng-->6 || <!--AOE-->- || <!--pow-->-||<!--dur-->Up || <!--Off-->No |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Target friendly faction model/unit gains Resistance: Electricity. Affected models' melee weapons become RNG 2 and gain [[Electro Leap]]. |} e63d0bb6acb66a2d6add949b572689cd67bf775e Captain Madison Calder 0 302 1065 971 2024-08-03T09:03:14Z Rork 33 /* Recommended choices */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Calder 1 ''' || <!--Spd--> 8 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 17 |} ===Abilities:=== * [[Birds Eye]] * [[Dodge]] * Reposition 3" * [[Unstoppable]] * [[Cavalry]] * [[Pathfinder]] * [[Dual attack]] * Resistance: Electricity ===Weapons=== {{Ranged Weapon|Electro Pulse |7|10|1|-|12|*'''Pistol''' *'''Electrical}} {{Melee Weapon|Pulse Sword|6|1|14|* '''Magical''' * '''Brutal Charge''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} === Ride the Storm === While in Calder's control range, models in her battlegroup gain +3 DEF, [[Dodge]], and [[Riposte]]. Ride the Storm lasts for one round. === Spells === {{Crusader's Call}} {{Rhythm of War}} Players may choose 3 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] since you'll be needing a damage buff in most cases. * [[Deflection]] starts making the feat really difficult to manage. * [[Arcane Shield]] can be good for a range of models, especially as she has a third rack slot. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Do you want mobility and speed? That's Calder's bag. Do you want to give your opponent nowhere to hide? Bird's eye! == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Her feat is restricted to her battlegroup. * She isn't doing much for the army outside of her battlegroup, besides a few spells that don't necessarily do what the army ''needs''. * Her personal output isn't amazing. * Warjacks under feat can be surrounded by units, meaning that they can't dodge away. == Tricks: == <!-- dot point list of cool plays and combos--> * Stack that DEF on the battlegroup. Set Defence makes the battlegroup a high risk proposition to take on, even in melee. ** Strykers will have DEF17 with the Voltaic Halberd, Coursers will have DEF 18 with the Voltaic Spear. * Take [[Sentry Duty]] and even models with Stealth have to worry about her battlegroup. * Remember that you can choose the order for Dodge and Riposte under the feat. You can Riposte to attack then dodge away, or just dodge away if you don't want the attack (particularly true against Hyper Aggressive models). * She has Pathfinder and Dodge - sit in a forest and she becomes very hard to hit at range. * Bird's Eye is not restricted to ranged attacks - give a Stryker the [[Relentless Charge]] head and they can be surprising your opponent's important targets behind a forest. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * She's a candidate for a large battlegroup, so [[Arcane Mechaniks]] are a top choice. * [[Tempest Assailers]] suddenly become pretty zippy and are a good target for Arcane Shield. * [[Storm Lance Legionnaires]] become ''very'' zippy since they will now threaten 15". * Most of the army outside of the 40mm based units will have a 13" minimum threat range thanks to Crusader's Call. ==== Command Cards ==== * [[Defenses]] allows you to lean into the feat with some barriers for your models to hide behind. Strykers with Relentless Charge, the officer giving out pathfinder or Calder bringing [[Onslaught]] means they only disadvantage your opponent. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * When the 2024 dynamic update removed Desperate Pace from the officer, Calder gained Crusader's Call to replace Watcher. {{Storm Legion Footer}} 38ed0af171f323a9838574dd3cf174b3b7fe858b Sharpshooter 0 327 1066 2024-08-03T17:22:52Z Rork 33 Created page with "= Winter Korps Officer = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Legion’s sharpshooters are dead-eyed marksmen armed with Mag-Bolters, heavy mechanika rifles that rely on galvanic magnetism to project solid-steel projectiles at impossible speeds. With catastrophic results, the terrifying weapons can punch through the thickest armor. The Sharpshooters tend to operate alone at the Legion’s flanks, eliminating high-value..." wikitext text/x-wiki = Winter Korps Officer = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Legion’s sharpshooters are dead-eyed marksmen armed with Mag-Bolters, heavy mechanika rifles that rely on galvanic magnetism to project solid-steel projectiles at impossible speeds. With catastrophic results, the terrifying weapons can punch through the thickest armor. The Sharpshooters tend to operate alone at the Legion’s flanks, eliminating high-value targets and finishing off crippled enemy warjacks.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Sharpshooter ''' || 6 || - || 6 || 7 || 13 || 15 || 5 |} 3 points ===Abilities:=== *'''Reposition 3"''' * {{Dual Shot}} * '''Resistance: Electricity''' ===Weapons=== {{Ranged Weapon|Mag-Bolter|7|12|1|-|6| * '''Armor-Piercing'''}} {{Melee Weapon|Blade|6|1|9|}} == Role and strengths == The Sharpshooter is here to shoot things, it's not a particularly complex model. Reposition allows them to stay moderately safe from melee threats. == Downsides == * It's not particularly hard to kill. * That melee blade is largely there for show. * Although armor-piercing is nice, it's still not a boosted shot - don't expect too much from it. * Despite the fancy cloak on the model suggesting it is stealthy or nimble, it has no rules like pathfinder or prowl - you have to be careful where you place them to avoid them getting killed. == Synergy == * Anything that buffs its hit or damage rolls. ** [[Captain Athena di Baro]]'s feat ups its accuracy. ** [[Major Allister Caine]] can apply Calamity to make that Mag-Bolter a bit scarier. ** The [[Spotters]] command card placed on another model/unit. Although hopefully the Sharpshooter benefiting is in addition to other models. * [[Deflection]] will make it much more likely to survive. == Tricks == * Remember that you can aim, use Dual Shot to fire twice then reposition. {{Storm Legion Footer}} 47ac6a557182dfd542d0f0daaa9f1c7cd24f28f2 1068 1066 2024-08-03T17:27:24Z Rork 33 /* Weapons */ wikitext text/x-wiki = Winter Korps Officer = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Legion’s sharpshooters are dead-eyed marksmen armed with Mag-Bolters, heavy mechanika rifles that rely on galvanic magnetism to project solid-steel projectiles at impossible speeds. With catastrophic results, the terrifying weapons can punch through the thickest armor. The Sharpshooters tend to operate alone at the Legion’s flanks, eliminating high-value targets and finishing off crippled enemy warjacks.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Sharpshooter ''' || 6 || - || 6 || 7 || 13 || 15 || 5 |} 3 points ===Abilities:=== *'''Reposition 3"''' * {{Dual Shot}} * '''Resistance: Electricity''' ===Weapons=== {{Ranged Weapon|Mag-Bolter|7|12|1|-|6| * {{Armor-Piercing}}}} {{Melee Weapon|Blade|6|1|9|}} == Role and strengths == The Sharpshooter is here to shoot things, it's not a particularly complex model. Reposition allows them to stay moderately safe from melee threats. == Downsides == * It's not particularly hard to kill. * That melee blade is largely there for show. * Although armor-piercing is nice, it's still not a boosted shot - don't expect too much from it. * Despite the fancy cloak on the model suggesting it is stealthy or nimble, it has no rules like pathfinder or prowl - you have to be careful where you place them to avoid them getting killed. == Synergy == * Anything that buffs its hit or damage rolls. ** [[Captain Athena di Baro]]'s feat ups its accuracy. ** [[Major Allister Caine]] can apply Calamity to make that Mag-Bolter a bit scarier. ** The [[Spotters]] command card placed on another model/unit. Although hopefully the Sharpshooter benefiting is in addition to other models. * [[Deflection]] will make it much more likely to survive. == Tricks == * Remember that you can aim, use Dual Shot to fire twice then reposition. {{Storm Legion Footer}} 48dd5037675c05643af31f9762a62ab608d89561 Template:Dual Shot 10 328 1067 2024-08-03T17:26:25Z Rork 33 Created page with "'''Dual Shot''' - If this model/unit uses its Normal Movement to aim, this model can make one additional ranged attack this activation." wikitext text/x-wiki '''Dual Shot''' - If this model/unit uses its Normal Movement to aim, this model can make one additional ranged attack this activation. 4ff6d01d38471ed08640a0108be79fb5602e601a Template:Armor-Piercing 10 329 1069 2024-08-03T17:28:06Z Rork 33 Created page with "'''Armor-Piercing''' - When calculating damage from this weapon, halve the base ARM stats of models hit." wikitext text/x-wiki '''Armor-Piercing''' - When calculating damage from this weapon, halve the base ARM stats of models hit. f9bb2bff58d8ddacbcd66b5f11b6151abd7665f8 Pyg Boarding Party 0 330 1070 2024-08-03T17:40:53Z Nindokag 27 Created page with "= Pyg Boarding Party = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Warmachine-Khador-ProductShot-2000x2000-InfantryA.webp|thumb|right|alt=Winter Korps Infantry|Winter Korps Infantry]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width..." wikitext text/x-wiki = Pyg Boarding Party = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Warmachine-Khador-ProductShot-2000x2000-InfantryA.webp|thumb|right|alt=Winter Korps Infantry|Winter Korps Infantry]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Boarding Party''' || 6 || 5 || 5 || 14 || 12 || 1 |} 5 grunts for 6pts ===Abilities:=== *'''Ambush''' *'''Advance Deploy''' *'''Amphibious''' *'''Annoyance''' {{Annoyance}} *'''Dodge''' {{Dodge}} *'''Reciprocate''' {{Reciprocate}} ===Weapons=== {{Ranged Weapon|Grenade|5|8|1|2|12/8|}} {{Melee Weapon|Knife|5|1|-|-|9|}} == Role and strengths == == Downsides == == Synergy == * Adding the Coxswain makes them Prowl; Amphibious means shallow water counts as concealment; taken together, these two rules mean they get Stealth when in shallow water - which can be created by a Deepborn with Deep Dweller head, by the Tide Pool spell, or by Spirit Shamans. * They can be given Set Defense by a battle plan from the Booty Boss, upping their DEF to 16 against charges (17 against models with only 1" melee reach). == Tricks == {{Brineblood Marauders Footer}} 34744ced7a4dfaaf4e20c873d1af47e95b89bf6a 1071 1070 2024-08-03T17:41:37Z Nindokag 27 wikitext text/x-wiki = Pyg Boarding Party = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Boarding Party''' || 6 || 5 || 5 || 14 || 12 || 1 |} 5 grunts for 6pts ===Abilities:=== *'''Ambush''' *'''Advance Deploy''' *'''Amphibious''' *'''Annoyance''' {{Annoyance}} *'''Dodge''' {{Dodge}} *'''Reciprocate''' {{Reciprocate}} ===Weapons=== {{Ranged Weapon|Grenade|5|8|1|2|12/8|}} {{Melee Weapon|Knife|5|1|-|-|9|}} == Role and strengths == == Downsides == == Synergy == * Adding the Coxswain makes them Prowl; Amphibious means shallow water counts as concealment; taken together, these two rules mean they get Stealth when in shallow water - which can be created by a Deepborn with Deep Dweller head, by the Tide Pool spell, or by Spirit Shamans. * They can be given Set Defense by a battle plan from the Booty Boss, upping their DEF to 16 against charges (17 against models with only 1" melee reach). == Tricks == {{Brineblood Marauders Footer}} d669cbbeac31d5c2abff566c8247a549b26e866d 1072 1071 2024-08-03T17:42:19Z Nindokag 27 /* Weapons */ wikitext text/x-wiki = Pyg Boarding Party = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Boarding Party''' || 6 || 5 || 5 || 14 || 12 || 1 |} 5 grunts for 6pts ===Abilities:=== *'''Ambush''' *'''Advance Deploy''' *'''Amphibious''' *'''Annoyance''' {{Annoyance}} *'''Dodge''' {{Dodge}} *'''Reciprocate''' {{Reciprocate}} ===Weapons=== {{Ranged Weapon|Grenade|5|8|1|2|12/8|}} {{Melee Weapon|Knife|5|1|9|}} == Role and strengths == == Downsides == == Synergy == * Adding the Coxswain makes them Prowl; Amphibious means shallow water counts as concealment; taken together, these two rules mean they get Stealth when in shallow water - which can be created by a Deepborn with Deep Dweller head, by the Tide Pool spell, or by Spirit Shamans. * They can be given Set Defense by a battle plan from the Booty Boss, upping their DEF to 16 against charges (17 against models with only 1" melee reach). == Tricks == {{Brineblood Marauders Footer}} 0da6fe63a9775db92f76dc5a9e4b2f7824f0eaa6 1073 1072 2024-08-03T17:45:47Z Nindokag 27 /* Downsides */ wikitext text/x-wiki = Pyg Boarding Party = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Boarding Party''' || 6 || 5 || 5 || 14 || 12 || 1 |} 5 grunts for 6pts ===Abilities:=== *'''Ambush''' *'''Advance Deploy''' *'''Amphibious''' *'''Annoyance''' {{Annoyance}} *'''Dodge''' {{Dodge}} *'''Reciprocate''' {{Reciprocate}} ===Weapons=== {{Ranged Weapon|Grenade|5|8|1|2|12/8|}} {{Melee Weapon|Knife|5|1|9|}} == Role and strengths == == Downsides == * They rarely kill anything on their own. They exist mainly to get in the way while being hard to kill. * If they throw a grenade in melee and hit, they are very likely to kill each other, or themselves. * Die easily to blast damage, which doesn't care about their DEF. == Synergy == * Adding the Coxswain makes them Prowl; Amphibious means shallow water counts as concealment; taken together, these two rules mean they get Stealth when in shallow water - which can be created by a Deepborn with Deep Dweller head, by the Tide Pool spell, or by Spirit Shamans. * They can be given Set Defense by a battle plan from the Booty Boss, upping their DEF to 16 against charges (17 against models with only 1" melee reach). == Tricks == {{Brineblood Marauders Footer}} 468a2012aa77a4679a283dfbe694c9de47729a79 1079 1073 2024-08-03T17:47:32Z Nindokag 27 /* Abilities: */ wikitext text/x-wiki = Pyg Boarding Party = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Boarding Party''' || 6 || 5 || 5 || 14 || 12 || 1 |} 5 grunts for 6pts ===Abilities:=== *'''Ambush''' *'''Advance Deploy''' *'''Amphibious''' * {{Annoyance}} *'''Dodge''' {{Dodge}} *'''Reciprocate''' {{Reciprocate}} ===Weapons=== {{Ranged Weapon|Grenade|5|8|1|2|12/8|}} {{Melee Weapon|Knife|5|1|9|}} == Role and strengths == == Downsides == * They rarely kill anything on their own. They exist mainly to get in the way while being hard to kill. * If they throw a grenade in melee and hit, they are very likely to kill each other, or themselves. * Die easily to blast damage, which doesn't care about their DEF. == Synergy == * Adding the Coxswain makes them Prowl; Amphibious means shallow water counts as concealment; taken together, these two rules mean they get Stealth when in shallow water - which can be created by a Deepborn with Deep Dweller head, by the Tide Pool spell, or by Spirit Shamans. * They can be given Set Defense by a battle plan from the Booty Boss, upping their DEF to 16 against charges (17 against models with only 1" melee reach). == Tricks == {{Brineblood Marauders Footer}} ea690becda08d0aae01edec4ba3afcdfc1ca665b 1081 1079 2024-08-03T17:49:53Z Nindokag 27 /* Abilities: */ wikitext text/x-wiki = Pyg Boarding Party = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Boarding Party''' || 6 || 5 || 5 || 14 || 12 || 1 |} 5 grunts for 6pts ===Abilities:=== *'''Ambush''' *'''Advance Deploy''' *'''Amphibious''' * {{Annoyance}} * {{Dodge}} * {{Reciprocate}} ===Weapons=== {{Ranged Weapon|Grenade|5|8|1|2|12/8|}} {{Melee Weapon|Knife|5|1|9|}} == Role and strengths == == Downsides == * They rarely kill anything on their own. They exist mainly to get in the way while being hard to kill. * If they throw a grenade in melee and hit, they are very likely to kill each other, or themselves. * Die easily to blast damage, which doesn't care about their DEF. == Synergy == * Adding the Coxswain makes them Prowl; Amphibious means shallow water counts as concealment; taken together, these two rules mean they get Stealth when in shallow water - which can be created by a Deepborn with Deep Dweller head, by the Tide Pool spell, or by Spirit Shamans. * They can be given Set Defense by a battle plan from the Booty Boss, upping their DEF to 16 against charges (17 against models with only 1" melee reach). == Tricks == {{Brineblood Marauders Footer}} 588365ff4c1459d1965d39f50e968dc2482cb188 1083 1081 2024-08-03T17:50:45Z Nindokag 27 /* Model Rules */ wikitext text/x-wiki = Pyg Boarding Party = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Boarding Party''' || 6 || 5 || 5 || 14 || 12 || 1 |} 5 grunts for 6pts. FA 4. ===Abilities:=== *'''Ambush''' *'''Advance Deploy''' *'''Amphibious''' * {{Annoyance}} * {{Dodge}} * {{Reciprocate}} ===Weapons=== {{Ranged Weapon|Grenade|5|8|1|2|12/8|}} {{Melee Weapon|Knife|5|1|9|}} == Role and strengths == == Downsides == * They rarely kill anything on their own. They exist mainly to get in the way while being hard to kill. * If they throw a grenade in melee and hit, they are very likely to kill each other, or themselves. * Die easily to blast damage, which doesn't care about their DEF. == Synergy == * Adding the Coxswain makes them Prowl; Amphibious means shallow water counts as concealment; taken together, these two rules mean they get Stealth when in shallow water - which can be created by a Deepborn with Deep Dweller head, by the Tide Pool spell, or by Spirit Shamans. * They can be given Set Defense by a battle plan from the Booty Boss, upping their DEF to 16 against charges (17 against models with only 1" melee reach). == Tricks == {{Brineblood Marauders Footer}} adf46b0f5dae626af87bc0f21849987ba7d28a1c 1085 1083 2024-08-03T17:54:06Z Nindokag 27 /* Model Rules */ wikitext text/x-wiki = Pyg Boarding Party = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Boarding Party''' || 6 || 5 || 5 || 14 || 12 || 1 |} 5 grunts for 6pts. FA 4. Command Attachment: can take the [[Pyg_Coxswain]] for 1 point. ===Abilities:=== *'''Ambush''' *'''Advance Deploy''' *'''Amphibious''' * {{Annoyance}} * {{Dodge}} * {{Reciprocate}} ===Weapons=== {{Ranged Weapon|Grenade|5|8|1|2|12/8|}} {{Melee Weapon|Knife|5|1|9|}} == Role and strengths == == Downsides == * They rarely kill anything on their own. They exist mainly to get in the way while being hard to kill. * If they throw a grenade in melee and hit, they are very likely to kill each other, or themselves. * Die easily to blast damage, which doesn't care about their DEF. == Synergy == * Adding the Coxswain makes them Prowl; Amphibious means shallow water counts as concealment; taken together, these two rules mean they get Stealth when in shallow water - which can be created by a Deepborn with Deep Dweller head, by the Tide Pool spell, or by Spirit Shamans. * They can be given Set Defense by a battle plan from the Booty Boss, upping their DEF to 16 against charges (17 against models with only 1" melee reach). == Tricks == {{Brineblood Marauders Footer}} 4380f7e89439f704139fb0a1b1ba7f3fd4dcf44c 1091 1085 2024-08-03T18:17:24Z Nindokag 27 /* Role and strengths */ wikitext text/x-wiki = Pyg Boarding Party = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Boarding Party''' || 6 || 5 || 5 || 14 || 12 || 1 |} 5 grunts for 6pts. FA 4. Command Attachment: can take the [[Pyg_Coxswain]] for 1 point. ===Abilities:=== *'''Ambush''' *'''Advance Deploy''' *'''Amphibious''' * {{Annoyance}} * {{Dodge}} * {{Reciprocate}} ===Weapons=== {{Ranged Weapon|Grenade|5|8|1|2|12/8|}} {{Melee Weapon|Knife|5|1|9|}} == Role and strengths == * Brineblood's Ambushing unit. Ambush is a very important rule in Steamroller 2024 because it's the fastest way to contest those objectives that are way off to edges of the battlefield. * They take a lot of effort to kill relative to their point cost. Not that they're unkillable by any means, but an opponent will have to use AOEs or dedicate multiple attacks per model to be sure of clearing * This makes them a good tarpit unit for jamming, blocking, or contesting objectives * A good unit for capturing 40mm objectives, especially the ones that move; Marauder Crew have a hard time positioning properly due to the sheer surface area their bases take up, but not Boarding Crew. == Downsides == * They rarely kill anything on their own. They exist mainly to get in the way while being hard to kill. * If they throw a grenade in melee and hit, they are very likely to kill each other, or themselves. * Die easily to blast damage, which doesn't care about their DEF. == Synergy == * Adding the Coxswain makes them Prowl; Amphibious means shallow water counts as concealment; taken together, these two rules mean they get Stealth when in shallow water - which can be created by a Deepborn with Deep Dweller head, by the Tide Pool spell, or by Spirit Shamans. * They can be given Set Defense by a battle plan from the Booty Boss, upping their DEF to 16 against charges (17 against models with only 1" melee reach). == Tricks == {{Brineblood Marauders Footer}} 37ea6beb33e5159077cacc9fda7ef3c281cfdeaf 1098 1091 2024-08-03T19:23:47Z Nindokag 27 /* Tricks */ wikitext text/x-wiki = Pyg Boarding Party = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Boarding Party''' || 6 || 5 || 5 || 14 || 12 || 1 |} 5 grunts for 6pts. FA 4. Command Attachment: can take the [[Pyg_Coxswain]] for 1 point. ===Abilities:=== *'''Ambush''' *'''Advance Deploy''' *'''Amphibious''' * {{Annoyance}} * {{Dodge}} * {{Reciprocate}} ===Weapons=== {{Ranged Weapon|Grenade|5|8|1|2|12/8|}} {{Melee Weapon|Knife|5|1|9|}} == Role and strengths == * Brineblood's Ambushing unit. Ambush is a very important rule in Steamroller 2024 because it's the fastest way to contest those objectives that are way off to edges of the battlefield. * They take a lot of effort to kill relative to their point cost. Not that they're unkillable by any means, but an opponent will have to use AOEs or dedicate multiple attacks per model to be sure of clearing * This makes them a good tarpit unit for jamming, blocking, or contesting objectives * A good unit for capturing 40mm objectives, especially the ones that move; Marauder Crew have a hard time positioning properly due to the sheer surface area their bases take up, but not Boarding Crew. == Downsides == * They rarely kill anything on their own. They exist mainly to get in the way while being hard to kill. * If they throw a grenade in melee and hit, they are very likely to kill each other, or themselves. * Die easily to blast damage, which doesn't care about their DEF. == Synergy == * Adding the Coxswain makes them Prowl; Amphibious means shallow water counts as concealment; taken together, these two rules mean they get Stealth when in shallow water - which can be created by a Deepborn with Deep Dweller head, by the Tide Pool spell, or by Spirit Shamans. * They can be given Set Defense by a battle plan from the Booty Boss, upping their DEF to 16 against charges (17 against models with only 1" melee reach). == Tricks == * You can choose at deployment time between Ambushing and Advance Deploying. Ambushing is often the right choice, especially on scenarios with wide objectives. But by advance deploying, you can use the Boarding Party as "bubble wrap" protecting your more valuable units like Marauder Crew. * If an enemy leaves a model within 11" of the edge of the board, you can Ambush the boarding party and throw grenades at them. (Place 3" in from the edge, sacrifice movement, and throw 8"). * When the Boarding Party's in melee, you have a choice between stabbing with their MAT 5 POW 9 knife, or throwing their grenade (at effective RAT 1 because no Pistol). Throwing the grenade is often better because a miss with the grenade is just about as good as a hit with the knife (POW 8 blast damage vs POW 9). {{Brineblood Marauders Footer}} caf4b73aadf5be7666f9a4c2e360249579fd1b9a 1100 1098 2024-08-03T19:28:54Z Nindokag 27 /* Abilities: */ wikitext text/x-wiki = Pyg Boarding Party = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Boarding Party''' || 6 || 5 || 5 || 14 || 12 || 1 |} 5 grunts for 6pts. FA 4. Command Attachment: can take the [[Pyg_Coxswain]] for 1 point. ===Abilities:=== *'''Ambush''' *'''Advance Deploy''' *'''Amphibious''' *'''Tough''' * {{Annoyance}} * {{Dodge}} * {{Reciprocate}} ===Weapons=== {{Ranged Weapon|Grenade|5|8|1|2|12/8|}} {{Melee Weapon|Knife|5|1|9|}} == Role and strengths == * Brineblood's Ambushing unit. Ambush is a very important rule in Steamroller 2024 because it's the fastest way to contest those objectives that are way off to edges of the battlefield. * They take a lot of effort to kill relative to their point cost. Not that they're unkillable by any means, but an opponent will have to use AOEs or dedicate multiple attacks per model to be sure of clearing * This makes them a good tarpit unit for jamming, blocking, or contesting objectives * A good unit for capturing 40mm objectives, especially the ones that move; Marauder Crew have a hard time positioning properly due to the sheer surface area their bases take up, but not Boarding Crew. == Downsides == * They rarely kill anything on their own. They exist mainly to get in the way while being hard to kill. * If they throw a grenade in melee and hit, they are very likely to kill each other, or themselves. * Die easily to blast damage, which doesn't care about their DEF. == Synergy == * Adding the Coxswain makes them Prowl; Amphibious means shallow water counts as concealment; taken together, these two rules mean they get Stealth when in shallow water - which can be created by a Deepborn with Deep Dweller head, by the Tide Pool spell, or by Spirit Shamans. * They can be given Set Defense by a battle plan from the Booty Boss, upping their DEF to 16 against charges (17 against models with only 1" melee reach). == Tricks == * You can choose at deployment time between Ambushing and Advance Deploying. Ambushing is often the right choice, especially on scenarios with wide objectives. But by advance deploying, you can use the Boarding Party as "bubble wrap" protecting your more valuable units like Marauder Crew. * If an enemy leaves a model within 11" of the edge of the board, you can Ambush the boarding party and throw grenades at them. (Place 3" in from the edge, sacrifice movement, and throw 8"). * When the Boarding Party's in melee, you have a choice between stabbing with their MAT 5 POW 9 knife, or throwing their grenade (at effective RAT 1 because no Pistol). Throwing the grenade is often better because a miss with the grenade is just about as good as a hit with the knife (POW 8 blast damage vs POW 9). {{Brineblood Marauders Footer}} 13db547cd9c098abc8d845f4d8c312d75b7effc5 Admiral Boomhowler 0 189 1074 676 2024-08-03T17:46:29Z Nindokag 27 /* Abilities: */ wikitext text/x-wiki == Admiral Thorga Boomhowler == ''In the realm of Immoren, where the clash of nations reverberates like cannon fire and treacherous waters lure the brave and the desperate alike, there sails a fearsome figure, the warlock known as Admiral Thorga “The Thunder” Boomhowler. Born of the indomitable trollkin race, Thorga’s legend echoes through the Iron Kingdoms, intertwined with tales of piracy, sibling rivalry, and a lust for life that burns brighter than the fiercest sun. As the leader of the notorious Brineblood Marauders, Boomhowler has charted a course destined to leave an unforgettable mark on the Iron Kingdoms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Thorga ''' || 5 || 7 || 7 || 6 || 15 || 16 || 7 || 14 |} ===Abilities:=== * '''Tough''' * '''Dual Attack''' * {{ Annoyance }} * '''Spyglass (* Action)''' - target an enemy model in this model's LOS. That model loses Stealth for one round. * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Precision Strike''': {{ Precision Strike }} ** '''Special Orders''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition [3"] for one turn. ({{Reposition}}) ** '''Stand your Ground''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Set Defense for one round. ({{Set Defense}}) ===Weapons=== * {{Ranged Weapon|Hand Cannon|6|12|1|-|12|* '''Pistol''' }} * {{Melee Weapon|Black Heart|7|1|14|* '''Magical Weapon'''<br> *'''Grievous Wounds''' - {{ Grievous Wounds }} }} == Feat: Rough House == While in Boomhowler's control area, friendly Faction models gain +2 DEF and Rapid Healing. Rough House lasts for one round. (When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove D3 damage points from it.) === Spells === {{Avenging Force}} {{Storm Rager}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fury's Strength for your counterattacking melee Marauders. * Upkeep buffs like Fortify or Fortune * Unless your opponent has no shooting to speak of, always consider Rough Seas, which stacks very well with the DEF bonus. == Roles and Strengths: == The name of the game is "blunt their alpha strike with your feat, then hit back really hard". Marauders become DEF 14, Boarding Party become DEF 16. That can be further buffed with another +2 against charges with Stand Your Ground. (And Concealment can add another +2 against ranged/magic). Your beasts' DEF goes from 12 to 14, which is in the range where enemies will start to miss a lot unless they boost; and the Rapid Healing does a lot to keep beasts alive, too. Avenging Force is very good - cast it on herself turn 1 and upkeep it all game. It will be very rare for you to not lose at least one warrior model a turn, and then you get to punish them for it with a 12-13" nonlinear charge threat Deepborn. == Downsides: == Very assassinatable. She probably wants a Shield Guard. Good news is that she doesn't have much reason to be anywhere close to the front lines. Opponents can negate your DEF-skew gameplan with AOES, knockdown effects, or simply by stacking accuracy buffs. Storm Rager is a fairly narrow spell. == Tricks: == The “Repo 3” battle plan is surprisingly good for letting a Marauder unit spread out (just repo as far away from each other as possible). This increases their survivability against common ways of wiping units (AOE, sprays, Overtake) while increasing their options for next turn. A Deepborn standing in the Floodwaters animus with Feat up is DEF 16 against shooting, and heals after every time it's hit. Hargor Stormjaw can stay relatively safe behind your marauder crew, giving them +1 to hit, until an enemy is in range; then you use Precision Strike battle plan and charge him straight through your own models (buffed by Storm Rager to insane levels of damage output). == List Design == === Recommended choices === One approach is dudespam: Multiple units of marauder crew with Bosuns, multiple boarding party units with Coxswains, 2 booty bosses, Hargor. Relatively few beasts: you definitely want a Shield Guard light and a Floodwaters heavy. A second Rage heavy optional. The plan for the first few turns with this list: * Advance deploy the boarding party, and run them up as far as possible. They're bubble wrap for your more valuable marauders. * Against shooting, put them in a Floodwaters animus (turns on Prowl and makes them Stealth). * Against melee, put Stand your Ground on them. * Time Boomhowler’s feat for the turn right before your opponent’s alpha strike. This usually means turn 2, but it might occasionally be turn 1 if you’re going second against a fast army. * Those Boarding Party can be DEF 18 or even 19. The opponent can kill them with AOEs, but one AOE attack per Boarding Party model is a favorable exchange rate. * After the opponent’s turn, one of 2 things has happened: Either they've come into your line and hopefully wasted a bunch of attacks and you can hit back. (Starting with your bonus attacks from Vengeance and Avenging Force). Or they backed out of your threat range to wait out your feat - in that case, use that opportunity to grab a lot of objectives and get ahead on scenario. * Stack buffs on your Marauder Crew (fury's strength, stir the blood, Bosun minifeat) and use Precision Strike to charge through your own guys into the enemies for a hopefully devastating turn of melee. * Keep your heavy beasts and Hargor back behind the marauder crew for a second wave * Hopefully now you've set the line of engagement up really far, your backline beasts/solos can be scoring the objectives on your side while you're contesting the forward objectives, and you're getting ahead on attrition. Just keep the Admiral safe and keep fighting. There's an alternate build once the Gargantuan comes out. The Abyssal King loves Rapid Healing, and the Gaze on one of its heads gives enemies -2 to hit you, stacking very well with Boomhowler's feat. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 5b46d9b2542de71ffda7612361538c28c1780e9a 1076 1074 2024-08-03T17:47:00Z Nindokag 27 /* Abilities: */ wikitext text/x-wiki == Admiral Thorga Boomhowler == ''In the realm of Immoren, where the clash of nations reverberates like cannon fire and treacherous waters lure the brave and the desperate alike, there sails a fearsome figure, the warlock known as Admiral Thorga “The Thunder” Boomhowler. Born of the indomitable trollkin race, Thorga’s legend echoes through the Iron Kingdoms, intertwined with tales of piracy, sibling rivalry, and a lust for life that burns brighter than the fiercest sun. As the leader of the notorious Brineblood Marauders, Boomhowler has charted a course destined to leave an unforgettable mark on the Iron Kingdoms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Thorga ''' || 5 || 7 || 7 || 6 || 15 || 16 || 7 || 14 |} ===Abilities:=== * '''Tough''' * '''Dual Attack''' * {{ Annoyance }} * '''Spyglass (* Action)''' - target an enemy model in this model's LOS. That model loses Stealth for one round. * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Precision Strike''': {{ Precision Strike }} ** '''Special Orders''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition [3"] for one turn. ({{Reposition}}) ** {{ Stand Your Ground }} ===Weapons=== * {{Ranged Weapon|Hand Cannon|6|12|1|-|12|* '''Pistol''' }} * {{Melee Weapon|Black Heart|7|1|14|* '''Magical Weapon'''<br> *'''Grievous Wounds''' - {{ Grievous Wounds }} }} == Feat: Rough House == While in Boomhowler's control area, friendly Faction models gain +2 DEF and Rapid Healing. Rough House lasts for one round. (When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove D3 damage points from it.) === Spells === {{Avenging Force}} {{Storm Rager}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fury's Strength for your counterattacking melee Marauders. * Upkeep buffs like Fortify or Fortune * Unless your opponent has no shooting to speak of, always consider Rough Seas, which stacks very well with the DEF bonus. == Roles and Strengths: == The name of the game is "blunt their alpha strike with your feat, then hit back really hard". Marauders become DEF 14, Boarding Party become DEF 16. That can be further buffed with another +2 against charges with Stand Your Ground. (And Concealment can add another +2 against ranged/magic). Your beasts' DEF goes from 12 to 14, which is in the range where enemies will start to miss a lot unless they boost; and the Rapid Healing does a lot to keep beasts alive, too. Avenging Force is very good - cast it on herself turn 1 and upkeep it all game. It will be very rare for you to not lose at least one warrior model a turn, and then you get to punish them for it with a 12-13" nonlinear charge threat Deepborn. == Downsides: == Very assassinatable. She probably wants a Shield Guard. Good news is that she doesn't have much reason to be anywhere close to the front lines. Opponents can negate your DEF-skew gameplan with AOES, knockdown effects, or simply by stacking accuracy buffs. Storm Rager is a fairly narrow spell. == Tricks: == The “Repo 3” battle plan is surprisingly good for letting a Marauder unit spread out (just repo as far away from each other as possible). This increases their survivability against common ways of wiping units (AOE, sprays, Overtake) while increasing their options for next turn. A Deepborn standing in the Floodwaters animus with Feat up is DEF 16 against shooting, and heals after every time it's hit. Hargor Stormjaw can stay relatively safe behind your marauder crew, giving them +1 to hit, until an enemy is in range; then you use Precision Strike battle plan and charge him straight through your own models (buffed by Storm Rager to insane levels of damage output). == List Design == === Recommended choices === One approach is dudespam: Multiple units of marauder crew with Bosuns, multiple boarding party units with Coxswains, 2 booty bosses, Hargor. Relatively few beasts: you definitely want a Shield Guard light and a Floodwaters heavy. A second Rage heavy optional. The plan for the first few turns with this list: * Advance deploy the boarding party, and run them up as far as possible. They're bubble wrap for your more valuable marauders. * Against shooting, put them in a Floodwaters animus (turns on Prowl and makes them Stealth). * Against melee, put Stand your Ground on them. * Time Boomhowler’s feat for the turn right before your opponent’s alpha strike. This usually means turn 2, but it might occasionally be turn 1 if you’re going second against a fast army. * Those Boarding Party can be DEF 18 or even 19. The opponent can kill them with AOEs, but one AOE attack per Boarding Party model is a favorable exchange rate. * After the opponent’s turn, one of 2 things has happened: Either they've come into your line and hopefully wasted a bunch of attacks and you can hit back. (Starting with your bonus attacks from Vengeance and Avenging Force). Or they backed out of your threat range to wait out your feat - in that case, use that opportunity to grab a lot of objectives and get ahead on scenario. * Stack buffs on your Marauder Crew (fury's strength, stir the blood, Bosun minifeat) and use Precision Strike to charge through your own guys into the enemies for a hopefully devastating turn of melee. * Keep your heavy beasts and Hargor back behind the marauder crew for a second wave * Hopefully now you've set the line of engagement up really far, your backline beasts/solos can be scoring the objectives on your side while you're contesting the forward objectives, and you're getting ahead on attrition. Just keep the Admiral safe and keep fighting. There's an alternate build once the Gargantuan comes out. The Abyssal King loves Rapid Healing, and the Gaze on one of its heads gives enemies -2 to hit you, stacking very well with Boomhowler's feat. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} ede4139f0ded40c960c5cb8056fe1f4ca63a7da0 Template:Annoyance 10 331 1075 2024-08-03T17:46:38Z Nindokag 27 Created page with "'''Annoyance''' - living enemy models within 1" of this model suffer -1 to attack rolls." wikitext text/x-wiki '''Annoyance''' - living enemy models within 1" of this model suffer -1 to attack rolls. 0e52f292b36b025adfd4e00d767d605d04004277 Template:Stand Your Ground 10 332 1077 2024-08-03T17:47:11Z Nindokag 27 Created page with "'''Stand your Ground''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Set Defense for one round. ({{Set Defense}})" wikitext text/x-wiki '''Stand your Ground''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Set Defense for one round. ({{Set Defense}}) 2bb786540653cba031ab074a7ea6b40d9f9a983d Legionnaire Officer 0 333 1078 2024-08-03T17:47:13Z Rork 33 Created page with "= Winter Korps Officer = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Storm Legion’s officers are generally drawn from amongst its most promising young recruits. Some battle-proven few are selected from the Legion’s active service ranks—those who show a capacity for valor, leadership, and coolness under fire. Regardless of their origins, before being commissioned, the Legionnaire Officers must first complete their traini..." wikitext text/x-wiki = Winter Korps Officer = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Storm Legion’s officers are generally drawn from amongst its most promising young recruits. Some battle-proven few are selected from the Legion’s active service ranks—those who show a capacity for valor, leadership, and coolness under fire. Regardless of their origins, before being commissioned, the Legionnaire Officers must first complete their training at the Strategic Academy, at which time they are granted their first commands.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Officer ''' || 6 || - || 7 || 6 || 13 || 15 || 5 |} 3 points ===Abilities:=== * '''Battle Plan''' - This model can use one of the following plans at any time during its activation: ** {{March}} ** {{Precision Strike}} ** {{Special Orders}} * '''Resistance: Electricity''' * [[Dual Attack]] ===Weapons=== {{Ranged Weapon|Lightning Pulse|7|10|1|-|12| * [[Pistol]] * {{Electro Leap}} * Damage type: Electricity}} {{Melee Weapon|Voltaic Great Sword|7|2|14| * [[Weapon Master]] * {{Electro Leap}} }} == Role and strengths == A rock solid offensive melee solo. The officer is also a critical support piece that makes your army far easier to get around the table with battle plans. == Downsides == * It's not particularly hard to kill. * You want to get them up on the front lines with that fancy sword, but you also want to keep them back for their battle plans. ** As a result, you only typically see them getting into the fight during the late game when their abilities are not so critical. == Synergy == * Pretty much anything in Storm Legion wants an officer around. == Tricks == * Precision strike allows you to start leap-frogging your units. If your front line models are jammed up by the enemy, use that battle plan and have a unit further back charge in to liberate your front line. Then the front line goes off and kills something else. * Remember that you can apply a battle plan ''before'' you move the officer, including before running or charging. * Special Orders is good for [[Storm Blade Legionnaires]] - Charge in on a wide front to maximise your kills then use reposition to get back into Shield Wall. {{Storm Legion Footer}} 9ce3755876fc34fb7aede4534251e23054f89871 1084 1078 2024-08-03T17:52:55Z Rork 33 /* Model Rules */ wikitext text/x-wiki = Winter Korps Officer = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Storm Legion’s officers are generally drawn from amongst its most promising young recruits. Some battle-proven few are selected from the Legion’s active service ranks—those who show a capacity for valor, leadership, and coolness under fire. Regardless of their origins, before being commissioned, the Legionnaire Officers must first complete their training at the Strategic Academy, at which time they are granted their first commands.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Officer ''' || 6 || - || 7 || 6 || 13 || 15 || 5 |} 3 points ===Abilities:=== * '''Battle Plan''' - This model can use one of the following plans at any time during its activation: ** {{March}} ** [[Precision Strike]] ** {{Special Orders}} * '''Resistance: Electricity''' * [[Dual Attack]] ===Weapons=== {{Ranged Weapon|Lightning Pulse|7|10|1|-|12| * [[Pistol]] * {{Electro Leap}} * Damage type: Electricity}} {{Melee Weapon|Voltaic Great Sword|7|2|14| * [[Weapon Master]] * {{Electro Leap}} }} == Role and strengths == A rock solid offensive melee solo. The officer is also a critical support piece that makes your army far easier to get around the table with battle plans. == Downsides == * It's not particularly hard to kill. * You want to get them up on the front lines with that fancy sword, but you also want to keep them back for their battle plans. ** As a result, you only typically see them getting into the fight during the late game when their abilities are not so critical. == Synergy == * Pretty much anything in Storm Legion wants an officer around. == Tricks == * Precision strike allows you to start leap-frogging your units. If your front line models are jammed up by the enemy, use that battle plan and have a unit further back charge in to liberate your front line. Then the front line goes off and kills something else. * Remember that you can apply a battle plan ''before'' you move the officer, including before running or charging. * Special Orders is good for [[Storm Blade Legionnaires]] - Charge in on a wide front to maximise your kills then use reposition to get back into Shield Wall. {{Storm Legion Footer}} 5c3cf53fcc7f0643785164d76e747f0ae749ce53 1087 1084 2024-08-03T18:13:08Z Rork 33 /* Abilities: */ wikitext text/x-wiki = Winter Korps Officer = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Storm Legion’s officers are generally drawn from amongst its most promising young recruits. Some battle-proven few are selected from the Legion’s active service ranks—those who show a capacity for valor, leadership, and coolness under fire. Regardless of their origins, before being commissioned, the Legionnaire Officers must first complete their training at the Strategic Academy, at which time they are granted their first commands.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Officer ''' || 6 || - || 7 || 6 || 13 || 15 || 5 |} 3 points ===Abilities:=== * '''Battle Plan''' - This model can use one of the following plans at any time during its activation: ** {{March}} ** {{Precision Strike}} ** {{Special Orders}} * '''Resistance: Electricity''' * [[Dual Attack]] ===Weapons=== {{Ranged Weapon|Lightning Pulse|7|10|1|-|12| * [[Pistol]] * {{Electro Leap}} * Damage type: Electricity}} {{Melee Weapon|Voltaic Great Sword|7|2|14| * [[Weapon Master]] * {{Electro Leap}} }} == Role and strengths == A rock solid offensive melee solo. The officer is also a critical support piece that makes your army far easier to get around the table with battle plans. == Downsides == * It's not particularly hard to kill. * You want to get them up on the front lines with that fancy sword, but you also want to keep them back for their battle plans. ** As a result, you only typically see them getting into the fight during the late game when their abilities are not so critical. == Synergy == * Pretty much anything in Storm Legion wants an officer around. == Tricks == * Precision strike allows you to start leap-frogging your units. If your front line models are jammed up by the enemy, use that battle plan and have a unit further back charge in to liberate your front line. Then the front line goes off and kills something else. * Remember that you can apply a battle plan ''before'' you move the officer, including before running or charging. * Special Orders is good for [[Storm Blade Legionnaires]] - Charge in on a wide front to maximise your kills then use reposition to get back into Shield Wall. {{Storm Legion Footer}} 9ce3755876fc34fb7aede4534251e23054f89871 1090 1087 2024-08-03T18:17:17Z Rork 33 /* Tricks */ wikitext text/x-wiki = Winter Korps Officer = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Storm Legion’s officers are generally drawn from amongst its most promising young recruits. Some battle-proven few are selected from the Legion’s active service ranks—those who show a capacity for valor, leadership, and coolness under fire. Regardless of their origins, before being commissioned, the Legionnaire Officers must first complete their training at the Strategic Academy, at which time they are granted their first commands.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Officer ''' || 6 || - || 7 || 6 || 13 || 15 || 5 |} 3 points ===Abilities:=== * '''Battle Plan''' - This model can use one of the following plans at any time during its activation: ** {{March}} ** {{Precision Strike}} ** {{Special Orders}} * '''Resistance: Electricity''' * [[Dual Attack]] ===Weapons=== {{Ranged Weapon|Lightning Pulse|7|10|1|-|12| * [[Pistol]] * {{Electro Leap}} * Damage type: Electricity}} {{Melee Weapon|Voltaic Great Sword|7|2|14| * [[Weapon Master]] * {{Electro Leap}} }} == Role and strengths == A rock solid offensive melee solo. The officer is also a critical support piece that makes your army far easier to get around the table with battle plans. == Downsides == * It's not particularly hard to kill. * You want to get them up on the front lines with that fancy sword, but you also want to keep them back for their battle plans. ** As a result, you only typically see them getting into the fight during the late game when their abilities are not so critical. == Synergy == * Pretty much anything in Storm Legion wants an officer around. == Tricks == * Precision strike allows you to start leap-frogging your units. If your front line models are jammed up by the enemy, use that battle plan and have a unit further back charge in to liberate your front line. Then the front line goes off and kills something else. * Remember that you can apply a battle plan ''before'' you move the officer, including before running or charging. * Special Orders is good for [[Stormblade Legionnaires]] - Charge in on a wide front to maximise your kills then use reposition to get back into Shield Wall. {{Storm Legion Footer}} d9580e56bab622c4642a536e90bba44799e4f5b1 1094 1090 2024-08-03T18:25:59Z Rork 33 /* Model Rules */ wikitext text/x-wiki = Winter Korps Officer = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Storm Legion’s officers are generally drawn from amongst its most promising young recruits. Some battle-proven few are selected from the Legion’s active service ranks—those who show a capacity for valor, leadership, and coolness under fire. Regardless of their origins, before being commissioned, the Legionnaire Officers must first complete their training at the Strategic Academy, at which time they are granted their first commands.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Officer ''' || 6 || - || 7 || 6 || 13 || 15 || 5 |} 3 points ===Abilities:=== * {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}} * '''Resistance: Electricity''' * [[Dual Attack]] ===Weapons=== {{Ranged Weapon|Lightning Pulse|7|10|1|-|12| * [[Pistol]] * {{Electro Leap}} * Damage type: Electricity}} {{Melee Weapon|Voltaic Great Sword|7|2|14| * [[Weapon Master]] * {{Electro Leap}} }} == Role and strengths == A rock solid offensive melee solo. The officer is also a critical support piece that makes your army far easier to get around the table with battle plans. == Downsides == * It's not particularly hard to kill. * You want to get them up on the front lines with that fancy sword, but you also want to keep them back for their battle plans. ** As a result, you only typically see them getting into the fight during the late game when their abilities are not so critical. == Synergy == * Pretty much anything in Storm Legion wants an officer around. == Tricks == * Precision strike allows you to start leap-frogging your units. If your front line models are jammed up by the enemy, use that battle plan and have a unit further back charge in to liberate your front line. Then the front line goes off and kills something else. * Remember that you can apply a battle plan ''before'' you move the officer, including before running or charging. * Special Orders is good for [[Stormblade Legionnaires]] - Charge in on a wide front to maximise your kills then use reposition to get back into Shield Wall. {{Storm Legion Footer}} 43dcdede1dc838d187035a1d318f297126a6cfd2 Template:Reciprocate 10 334 1080 2024-08-03T17:49:31Z Nindokag 27 Created page with "'''Reciprocate''' - When this model is missed by a ranged attack from an enemy model, immediately after the attack is resolved it can make one ranged attack targeting the attacking model." wikitext text/x-wiki '''Reciprocate''' - When this model is missed by a ranged attack from an enemy model, immediately after the attack is resolved it can make one ranged attack targeting the attacking model. 897ab3de089ba5906947417d3899ec1194a0d846 Template:Dodge 10 310 1082 1008 2024-08-03T17:50:19Z Nindokag 27 wikitext text/x-wiki '''Dodge''' - A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved. f0f100f83ed7d541d620cb7028c005e772b8ceaf Template:Precision Strike 10 191 1086 643 2024-08-03T18:12:41Z Rork 33 wikitext text/x-wiki '''Precision Strike''' - While within 10" of this model, friendly models ignore other friendly models when determining LOS. Friendly models can advance through other friendly models within 10" of this model if they have enough movement to move completely past them. Precision Strike lasts for one turn. 028806de6bc202a9a0d200c877653fc1c68529d1 Template:March 10 335 1088 2024-08-03T18:14:46Z Rork 33 Created page with "'''March''' - RNG 5. Target friend Faction warrior model/unit. If the model/unit is in range, it gains [[Pathfinder]] for one turn." wikitext text/x-wiki '''March''' - RNG 5. Target friend Faction warrior model/unit. If the model/unit is in range, it gains [[Pathfinder]] for one turn. c870f0a4b3d89ee7fb3f43b8802a133f2a510ebc Template:Special Orders 10 336 1089 2024-08-03T18:16:20Z Rork 33 Created page with "'''Special Orders''' - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition[3"] for one turn." wikitext text/x-wiki '''Special Orders''' - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition[3"] for one turn. a24824cbe36e4d34fba04857fdca413c5930139a Editor talkpage 0 250 1092 1002 2024-08-03T18:20:34Z Rork 33 /* General */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) I've created templates for the March and Special Orders battle plans. I've also edited the Precision Strike template so it includes the name of the ability. The more templates we can use, the more consistent things will be in the long run (and quicker to create pages, too!) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:20, 3 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) a6a1ee8276e122f2348c44b1e042abc6aa74bfdb 1096 1092 2024-08-03T18:29:20Z Rork 33 /* General */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) I've created templates for the March and Special Orders battle plans. I've also edited the Precision Strike template so it includes the name of the ability. The more templates we can use, the more consistent things will be in the long run (and quicker to create pages, too!) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:20, 3 August 2024 (UTC) And while I'm here, I've created a template for the preamble, too. So you can just write battle plan models like this: <nowiki>* {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}}</nowiki> [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:28, 3 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) c0a1b9abe412796d19e141ee273101bd0fab4e46 1097 1096 2024-08-03T18:30:21Z Rork 33 /* Cygnar Storm Legion */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) I've created templates for the March and Special Orders battle plans. I've also edited the Precision Strike template so it includes the name of the ability. The more templates we can use, the more consistent things will be in the long run (and quicker to create pages, too!) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:20, 3 August 2024 (UTC) And while I'm here, I've created a template for the preamble, too. So you can just write battle plan models like this: <nowiki>* {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}}</nowiki> [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:28, 3 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) All casters now have some content, plus two solos [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:30, 3 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) f5a3651443238c23b77bd58c474fb8f4de299250 Template:Electro Leap 10 337 1093 2024-08-03T18:24:01Z Rork 33 Created page with "'''Electro Leap''' - When a model is directly hit with a basic attack with this weapon, you can have lightning arc to the nearest model within 3" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap." wikitext text/x-wiki '''Electro Leap''' - When a model is directly hit with a basic attack with this weapon, you can have lightning arc to the nearest model within 3" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap. fa739c9b07e84302ab260d3939ac49bccf1521be Template:Battle Plan 10 338 1095 2024-08-03T18:26:18Z Rork 33 Created page with "'''Battle Plan''' - This model can use one of the following plans at any time during its activation:" wikitext text/x-wiki '''Battle Plan''' - This model can use one of the following plans at any time during its activation: ee5d6278ac8a009d01a1e8b616fb1286b17c3fbc Pyg Coxswain 0 339 1099 2024-08-03T19:28:31Z Nindokag 27 Created page with "= Pyg Coxswain = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="wid..." wikitext text/x-wiki = Pyg Coxswain = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Coxswain''' || 6 || 6 || 6 || 13 || 13 || 5 |} 1 point. FA 8 (!!!). Command Attachment. Can be attached to a [[Pyg Boarding Party]], [[Pyg Galley Crew]], or [[Pyg Shockers]] unit. ===Abilities:=== *'''Amphibious''' *'''Tough''' *{{Condition}} *{{Gang}} *Granted: {{Inspriation}} *Granted: {{Prowl}} ===Weapons=== {{Melee Weapon|Cutlass|6|1|10|}} {{Melee Weapon|Motivation Eel|6|1|10|*'''Disruption''' *'''Critical Cortex Damage''' *{{Electro Leap}} }} == Role and strengths == == Downsides == == Synergy == == Tricks == {{Brineblood Marauders Footer}} c55a3a390a1f3bffe9aa7ca0ec81cf143c0f53fd Template:Condition 10 340 1101 2024-08-03T19:29:54Z Nindokag 27 Created page with "'''Condition ( *Action)''' - RNG 6. Target friendly warbeast. If the warbeast is in range, you can place 1 fury on it or remove 1 fury point from it." wikitext text/x-wiki '''Condition ( *Action)''' - RNG 6. Target friendly warbeast. If the warbeast is in range, you can place 1 fury on it or remove 1 fury point from it. 20af563b5ecb38c0dfe284931a1aa011e3101abd Template:Gang 10 341 1102 2024-08-03T19:30:40Z Nindokag 27 Created page with "'''Gang''' - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls." wikitext text/x-wiki '''Gang''' - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. 8579f9c3f0c629d03c702c718e8c390d06c7ddc7 Template:Inspriation 10 342 1103 2024-08-03T19:31:12Z Nindokag 27 Created page with "'''Inspiration''' - While this model is in play, models in its unit gain +1 to attack rolls." wikitext text/x-wiki '''Inspiration''' - While this model is in play, models in its unit gain +1 to attack rolls. 3bc8a9d0639816f9c619ca67f9fab19934f67f4c Pyg Coxswain 0 339 1104 1099 2024-08-03T19:44:18Z Nindokag 27 /* Role and strengths */ wikitext text/x-wiki = Pyg Coxswain = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Coxswain''' || 6 || 6 || 6 || 13 || 13 || 5 |} 1 point. FA 8 (!!!). Command Attachment. Can be attached to a [[Pyg Boarding Party]], [[Pyg Galley Crew]], or [[Pyg Shockers]] unit. ===Abilities:=== *'''Amphibious''' *'''Tough''' *{{Condition}} *{{Gang}} *Granted: {{Inspriation}} *Granted: {{Prowl}} ===Weapons=== {{Melee Weapon|Cutlass|6|1|10|}} {{Melee Weapon|Motivation Eel|6|1|10|*'''Disruption''' *'''Critical Cortex Damage''' *{{Electro Leap}} }} == Role and strengths == * A good filler for that last 1 point left in your list. * A versatile model, it can be attached to three different units and gives each one a variety of benefits. * A [[Pyg Galley Crew]] unit benefits from the Coxswain's Condition, letting the unit remove 4 fury instead of 3. * A [[Pyg Boarding Party]] unit loves the Coxswain's Prowl ability, making it even harder to clear from an objective, if water or concealment is available nearby. * A [[Pyg Shockers]] unit loves the +1 to hit from the Coxswain's inspiration. == Downsides == == Synergy == == Tricks == {{Brineblood Marauders Footer}} 981e52deaa82ead9f00cc3ea83024f9725cda32d 1105 1104 2024-08-03T19:46:39Z Nindokag 27 /* Downsides */ wikitext text/x-wiki = Pyg Coxswain = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Coxswain''' || 6 || 6 || 6 || 13 || 13 || 5 |} 1 point. FA 8 (!!!). Command Attachment. Can be attached to a [[Pyg Boarding Party]], [[Pyg Galley Crew]], or [[Pyg Shockers]] unit. ===Abilities:=== *'''Amphibious''' *'''Tough''' *{{Condition}} *{{Gang}} *Granted: {{Inspriation}} *Granted: {{Prowl}} ===Weapons=== {{Melee Weapon|Cutlass|6|1|10|}} {{Melee Weapon|Motivation Eel|6|1|10|*'''Disruption''' *'''Critical Cortex Damage''' *{{Electro Leap}} }} == Role and strengths == * A good filler for that last 1 point left in your list. * A versatile model, it can be attached to three different units and gives each one a variety of benefits. * A [[Pyg Galley Crew]] unit benefits from the Coxswain's Condition, letting the unit remove 4 fury instead of 3. * A [[Pyg Boarding Party]] unit loves the Coxswain's Prowl ability, making it even harder to clear from an objective, if water or concealment is available nearby. * A [[Pyg Shockers]] unit loves the +1 to hit from the Coxswain's inspiration. == Downsides == * The 1 point could be spent on a Command Card or a [[Fire Guardian]] instead, which might be a better choice in some lists. * It would have to melee a warjack to get use out the Motivation Eel's special rules, but the units it can attach to are not ones which usually want to be charging a warjack. == Synergy == == Tricks == {{Brineblood Marauders Footer}} 06a88383929f027402315a541965586d4c3bfd4d 1106 1105 2024-08-03T19:57:21Z Nindokag 27 /* Tricks */ wikitext text/x-wiki = Pyg Coxswain = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Coxswain''' || 6 || 6 || 6 || 13 || 13 || 5 |} 1 point. FA 8 (!!!). Command Attachment. Can be attached to a [[Pyg Boarding Party]], [[Pyg Galley Crew]], or [[Pyg Shockers]] unit. ===Abilities:=== *'''Amphibious''' *'''Tough''' *{{Condition}} *{{Gang}} *Granted: {{Inspriation}} *Granted: {{Prowl}} ===Weapons=== {{Melee Weapon|Cutlass|6|1|10|}} {{Melee Weapon|Motivation Eel|6|1|10|*'''Disruption''' *'''Critical Cortex Damage''' *{{Electro Leap}} }} == Role and strengths == * A good filler for that last 1 point left in your list. * A versatile model, it can be attached to three different units and gives each one a variety of benefits. * A [[Pyg Galley Crew]] unit benefits from the Coxswain's Condition, letting the unit remove 4 fury instead of 3. * A [[Pyg Boarding Party]] unit loves the Coxswain's Prowl ability, making it even harder to clear from an objective, if water or concealment is available nearby. * A [[Pyg Shockers]] unit loves the +1 to hit from the Coxswain's inspiration. == Downsides == * The 1 point could be spent on a Command Card or a [[Fire Guardian]] instead, which might be a better choice in some lists. * It would have to melee a warjack to get use out the Motivation Eel's special rules, but the units it can attach to are not ones which usually want to be charging a warjack. == Synergy == == Tricks == * If it is attached to a [[Pyg Boarding Party]] that Advance Deploys, it Advance Deploys with them. If the unit Ambushes, it Ambushes with them. * Most models that can disrupt have Critical Disruption, but the Coxswain has straight Disruption. It doesn't need a critical hit to give disruption; it disrupts on any hit, and on a critical hit it also does cortex damage. * If you can knock down a warjack (say with a [[Pyg Cannon]] shot) and then charge it with a Coxswain, you'll auto-hit it, Disrupt its cortex, and therefore make it unable to shake knockdown on its next turn. This basically takes the warjack out of commission for a full round. * It can Condition whether it's attached to a [[Pyg Galley Crew]] unit or not. It can't do a *-action if the unit charged or ran, but it is totally legal to have the unit walk, place the Coxswain within 6" of a friendly beast, and have it Condition the beast while the rest of the boarding party or shockers make their ranged attacks. {{Brineblood Marauders Footer}} 4e76b63e52cb7ad69a3c424db9ff7a968ab84d2c 1107 1106 2024-08-03T20:03:03Z Nindokag 27 /* Synergy */ wikitext text/x-wiki = Pyg Coxswain = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Boarding_party.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Coxswain''' || 6 || 6 || 6 || 13 || 13 || 5 |} 1 point. FA 8 (!!!). Command Attachment. Can be attached to a [[Pyg Boarding Party]], [[Pyg Galley Crew]], or [[Pyg Shockers]] unit. ===Abilities:=== *'''Amphibious''' *'''Tough''' *{{Condition}} *{{Gang}} *Granted: {{Inspriation}} *Granted: {{Prowl}} ===Weapons=== {{Melee Weapon|Cutlass|6|1|10|}} {{Melee Weapon|Motivation Eel|6|1|10|*'''Disruption''' *'''Critical Cortex Damage''' *{{Electro Leap}} }} == Role and strengths == * A good filler for that last 1 point left in your list. * A versatile model, it can be attached to three different units and gives each one a variety of benefits. * A [[Pyg Galley Crew]] unit benefits from the Coxswain's Condition, letting the unit remove 4 fury instead of 3. * A [[Pyg Boarding Party]] unit loves the Coxswain's Prowl ability, making it even harder to clear from an objective, if water or concealment is available nearby. * A [[Pyg Shockers]] unit loves the +1 to hit from the Coxswain's inspiration. == Downsides == * The 1 point could be spent on a Command Card or a [[Fire Guardian]] instead, which might be a better choice in some lists. * It would have to melee a warjack to get use out the Motivation Eel's special rules, but the units it can attach to are not ones which usually want to be charging a warjack. == Synergy == * With Floodwaters (from a Deepborn with the Deep Dweller head), the [[Spirit Shamans]] ability, or the Tide Pool spell from the rack, any unit with a Coxswain can easily get Stealth. (All units it can attach to have Amphibious.) == Tricks == * If it is attached to a [[Pyg Boarding Party]] that Advance Deploys, it Advance Deploys with them. If the unit Ambushes, it Ambushes with them. * Most models that can disrupt have Critical Disruption, but the Coxswain has straight Disruption. It doesn't need a critical hit to give disruption; it disrupts on any hit, and on a critical hit it also does cortex damage. * If you can knock down a warjack (say with a [[Pyg Cannon]] shot) and then charge it with a Coxswain, you'll auto-hit it, Disrupt its cortex, and therefore make it unable to shake knockdown on its next turn. This basically takes the warjack out of commission for a full round. * It can Condition whether it's attached to a [[Pyg Galley Crew]] unit or not. It can't do a *-action if the unit charged or ran, but it is totally legal to have the unit walk, place the Coxswain within 6" of a friendly beast, and have it Condition the beast while the rest of the boarding party or shockers make their ranged attacks. {{Brineblood Marauders Footer}} 0428852ee946c885ad52e22863e5940467544e97 Reef Troll 0 307 1108 1020 2024-08-03T20:28:44Z Nindokag 27 wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> ''Flavor text goes here'' FA 4. [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. (A model with Snipe gains +3" range on its ranged weapons.) |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*'''Critical Amputation''' }} <big>Ship's Wheel PC3</big> * '''Shield''' (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. * It can be a good boostable gun platform. * It can be a reasonably cheap source of Shield Guard for your warlock. * It can provide an animus (Snipe or Sprint) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * The Ship's Gun is good, but only gets one shot. * If you load up on extras, you can easily build a Reef Troll that's way too expensive for a light. * The arm/head options imply a suggested melee build (Unyielding head, Sprint animus, cutlass, ship's wheel) but it's not very good - you'd much rather be using your fury budget for the turn on boosting a heavy's attacks, instead. == Recommended loadouts == * Cheap Shield Guard: Matey Head + Any Booze + Cutlass + Boarding Axe = 6 points. Choose whichever animus your warlock wants most out of Snipe, Sprint, or Elusive (they're all the same point cost), and keep it within 3" of your warlock or other valuable models. * Premium Gun Platform: Gunner Head + Ale Tankard + Ship's Gun + Ship's Wheel = 10 points. Threatens enemies from up to 20" away (5" walk + 12" gun range + 3" snipe). Has enough fury to boost the hit, the direct damage roll and one of the blast damage rolls. * Budget Gun Platform: Matey Head + Ale Tankard + Ship's Gun + Boarding Axe = 8 points. Compared to the above, it's less survivable and loses 1 RAT and Swift Hunter, but at 8 points it's a lot more spammable. * Harpooner: Matey Head + Ale Tankard + Harpoon + Boarding Axe = 7 points. Play this with Ragemonger: its shield guard can help trigger Tantrum, it gives Ragemonger the snipe animus he wants, and its harpoon drag can set up Ragemonger's harpoon drag. == Synergy == <!-- Which models work well with this? --> * Any warlock who's vulnerable to ranged assassination appreciates a Shield Guard. (That's basically all of them, but especially the fragile [[Captain Shadowtongue]].) * [[Bragen Ragemonger]] wants a Shield Guard for a different reason - by moving a hit onto his battlegroup, he can trigger Tantrum more reliably. * [[Captain Firequill]] and [[Bragen Ragemonger]] especially appreciate having a Snipe animus to cast on themselves. * [[Captain Firequill]] likes to have a lot of beasts with guns to benefit from his feat. The "Budget Gun Platform" build above is the way to go if you want to spam guns. * The spells Open Fire, Avenging Force, and Black Spot can all let a Reef Troll get extra shots with its Ship's Gun. == Tricks: == <!-- dot point list of cool plays and combos--> * With Swift Hunter (from the Gunner head), you can position a Reef Troll behind the corner of a building (or other LOS-blocking terrain); move until it just barely has LOS to an enemy, then make the shot; and assuming it kills, use the Swift Hunter move to get back around the corner and safely back out of LOS. * A boostable AOE like the Ship's Gun is an easy way to kill Stealth models - just let the attack miss and boost the blast damage roll. {{Brineblood Marauders Footer}} 7d26d6d28d9314dbcc31f3ce35e2034c1ce682fa 1109 1108 2024-08-03T20:29:16Z Nindokag 27 /* Synergy */ wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> ''Flavor text goes here'' FA 4. [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. (A model with Snipe gains +3" range on its ranged weapons.) |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*'''Critical Amputation''' }} <big>Ship's Wheel PC3</big> * '''Shield''' (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. * It can be a good boostable gun platform. * It can be a reasonably cheap source of Shield Guard for your warlock. * It can provide an animus (Snipe or Sprint) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * The Ship's Gun is good, but only gets one shot. * If you load up on extras, you can easily build a Reef Troll that's way too expensive for a light. * The arm/head options imply a suggested melee build (Unyielding head, Sprint animus, cutlass, ship's wheel) but it's not very good - you'd much rather be using your fury budget for the turn on boosting a heavy's attacks, instead. == Recommended loadouts == * Cheap Shield Guard: Matey Head + Any Booze + Cutlass + Boarding Axe = 6 points. Choose whichever animus your warlock wants most out of Snipe, Sprint, or Elusive (they're all the same point cost), and keep it within 3" of your warlock or other valuable models. * Premium Gun Platform: Gunner Head + Ale Tankard + Ship's Gun + Ship's Wheel = 10 points. Threatens enemies from up to 20" away (5" walk + 12" gun range + 3" snipe). Has enough fury to boost the hit, the direct damage roll and one of the blast damage rolls. * Budget Gun Platform: Matey Head + Ale Tankard + Ship's Gun + Boarding Axe = 8 points. Compared to the above, it's less survivable and loses 1 RAT and Swift Hunter, but at 8 points it's a lot more spammable. * Harpooner: Matey Head + Ale Tankard + Harpoon + Boarding Axe = 7 points. Play this with Ragemonger: its shield guard can help trigger Tantrum, it gives Ragemonger the snipe animus he wants, and its harpoon drag can set up Ragemonger's harpoon drag. == Synergy == <!-- Which models work well with this? --> * Any warlock who's vulnerable to ranged assassination appreciates a Shield Guard. (That's basically all of them, but especially the fragile [[Captain Shadowtongue]].) * [[Braghen Ragemonger]] wants a Shield Guard for a different reason - by moving a hit onto his battlegroup, he can trigger Tantrum more reliably. * [[Captain Firequill]] and [[Braghen Ragemonger]] especially appreciate having a Snipe animus to cast on themselves. * [[Captain Firequill]] likes to have a lot of beasts with guns to benefit from his feat. The "Budget Gun Platform" build above is the way to go if you want to spam guns. * The spells Open Fire, Avenging Force, and Black Spot can all let a Reef Troll get extra shots with its Ship's Gun. == Tricks: == <!-- dot point list of cool plays and combos--> * With Swift Hunter (from the Gunner head), you can position a Reef Troll behind the corner of a building (or other LOS-blocking terrain); move until it just barely has LOS to an enemy, then make the shot; and assuming it kills, use the Swift Hunter move to get back around the corner and safely back out of LOS. * A boostable AOE like the Ship's Gun is an easy way to kill Stealth models - just let the attack miss and boost the blast damage roll. {{Brineblood Marauders Footer}} 0c16910d48647940faed068fbea225fec2388889 1110 1109 2024-08-03T20:32:04Z Nindokag 27 /* Tricks: */ wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> ''Flavor text goes here'' FA 4. [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. (A model with Snipe gains +3" range on its ranged weapons.) |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*'''Critical Amputation''' }} <big>Ship's Wheel PC3</big> * '''Shield''' (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. * It can be a good boostable gun platform. * It can be a reasonably cheap source of Shield Guard for your warlock. * It can provide an animus (Snipe or Sprint) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * The Ship's Gun is good, but only gets one shot. * If you load up on extras, you can easily build a Reef Troll that's way too expensive for a light. * The arm/head options imply a suggested melee build (Unyielding head, Sprint animus, cutlass, ship's wheel) but it's not very good - you'd much rather be using your fury budget for the turn on boosting a heavy's attacks, instead. == Recommended loadouts == * Cheap Shield Guard: Matey Head + Any Booze + Cutlass + Boarding Axe = 6 points. Choose whichever animus your warlock wants most out of Snipe, Sprint, or Elusive (they're all the same point cost), and keep it within 3" of your warlock or other valuable models. * Premium Gun Platform: Gunner Head + Ale Tankard + Ship's Gun + Ship's Wheel = 10 points. Threatens enemies from up to 20" away (5" walk + 12" gun range + 3" snipe). Has enough fury to boost the hit, the direct damage roll and one of the blast damage rolls. * Budget Gun Platform: Matey Head + Ale Tankard + Ship's Gun + Boarding Axe = 8 points. Compared to the above, it's less survivable and loses 1 RAT and Swift Hunter, but at 8 points it's a lot more spammable. * Harpooner: Matey Head + Ale Tankard + Harpoon + Boarding Axe = 7 points. Play this with Ragemonger: its shield guard can help trigger Tantrum, it gives Ragemonger the snipe animus he wants, and its harpoon drag can set up Ragemonger's harpoon drag. == Synergy == <!-- Which models work well with this? --> * Any warlock who's vulnerable to ranged assassination appreciates a Shield Guard. (That's basically all of them, but especially the fragile [[Captain Shadowtongue]].) * [[Braghen Ragemonger]] wants a Shield Guard for a different reason - by moving a hit onto his battlegroup, he can trigger Tantrum more reliably. * [[Captain Firequill]] and [[Braghen Ragemonger]] especially appreciate having a Snipe animus to cast on themselves. * [[Captain Firequill]] likes to have a lot of beasts with guns to benefit from his feat. The "Budget Gun Platform" build above is the way to go if you want to spam guns. * The spells Open Fire, Avenging Force, and Black Spot can all let a Reef Troll get extra shots with its Ship's Gun. == Tricks: == <!-- dot point list of cool plays and combos--> * The "shoot-and-scoot": Position a Reef Troll with the Gunner head and Ship's Gun behind the corner of a building (or other LOS-blocking terrain). On its activation, move until it just barely has LOS to an enemy, then make the shot; and assuming it kills, use the Swift Hunter move to get back around the corner and safely back out of LOS. This becomes more powerful when combined with Tides of War (which grants Repo 3"), or Energizer, for even more shoot-and-scoot range. * A boostable AOE like the Ship's Gun is an easy way to kill Stealth models - just let the attack miss and boost the blast damage roll. * The Rage animus from a Deepborn gives +2 on both the direct hit damage, and the blast damage, of the Ship's Gun. {{Brineblood Marauders Footer}} fd28a3366cf8e845ae2c4c53fe0954c805b95185 1111 1110 2024-08-03T20:33:43Z Nindokag 27 /* Downsides: */ wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> ''Flavor text goes here'' FA 4. [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. (A model with Snipe gains +3" range on its ranged weapons.) |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*'''Critical Amputation''' }} <big>Ship's Wheel PC3</big> * '''Shield''' (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. * It can be a good boostable gun platform. * It can be a reasonably cheap source of Shield Guard for your warlock. * It can provide an animus (Snipe or Sprint) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * The Ship's Gun is good, but only gets one shot. * If you load up on extras, you can easily build a Reef Troll that's way too expensive for a light. * The arm/head options imply a suggested melee build (Unyielding head, Sprint animus, cutlass, ship's wheel) but it's not very good - you'd much rather be using your fury budget for the turn on boosting a heavy's attacks, instead. * The Harpoon can only drag small-based and medium-based models. You also have to hit and damage to trigger Skewer. So if you're trying to Skewer something, you probably spend 1 fury on Far Strike, 1 on boosting the hit, and 1 on boosting the damage, maxing out the Reef Troll's fury before you make any melee attacks. == Recommended loadouts == * Cheap Shield Guard: Matey Head + Any Booze + Cutlass + Boarding Axe = 6 points. Choose whichever animus your warlock wants most out of Snipe, Sprint, or Elusive (they're all the same point cost), and keep it within 3" of your warlock or other valuable models. * Premium Gun Platform: Gunner Head + Ale Tankard + Ship's Gun + Ship's Wheel = 10 points. Threatens enemies from up to 20" away (5" walk + 12" gun range + 3" snipe). Has enough fury to boost the hit, the direct damage roll and one of the blast damage rolls. * Budget Gun Platform: Matey Head + Ale Tankard + Ship's Gun + Boarding Axe = 8 points. Compared to the above, it's less survivable and loses 1 RAT and Swift Hunter, but at 8 points it's a lot more spammable. * Harpooner: Matey Head + Ale Tankard + Harpoon + Boarding Axe = 7 points. Play this with Ragemonger: its shield guard can help trigger Tantrum, it gives Ragemonger the snipe animus he wants, and its harpoon drag can set up Ragemonger's harpoon drag. == Synergy == <!-- Which models work well with this? --> * Any warlock who's vulnerable to ranged assassination appreciates a Shield Guard. (That's basically all of them, but especially the fragile [[Captain Shadowtongue]].) * [[Braghen Ragemonger]] wants a Shield Guard for a different reason - by moving a hit onto his battlegroup, he can trigger Tantrum more reliably. * [[Captain Firequill]] and [[Braghen Ragemonger]] especially appreciate having a Snipe animus to cast on themselves. * [[Captain Firequill]] likes to have a lot of beasts with guns to benefit from his feat. The "Budget Gun Platform" build above is the way to go if you want to spam guns. * The spells Open Fire, Avenging Force, and Black Spot can all let a Reef Troll get extra shots with its Ship's Gun. == Tricks: == <!-- dot point list of cool plays and combos--> * The "shoot-and-scoot": Position a Reef Troll with the Gunner head and Ship's Gun behind the corner of a building (or other LOS-blocking terrain). On its activation, move until it just barely has LOS to an enemy, then make the shot; and assuming it kills, use the Swift Hunter move to get back around the corner and safely back out of LOS. This becomes more powerful when combined with Tides of War (which grants Repo 3"), or Energizer, for even more shoot-and-scoot range. * A boostable AOE like the Ship's Gun is an easy way to kill Stealth models - just let the attack miss and boost the blast damage roll. * The Rage animus from a Deepborn gives +2 on both the direct hit damage, and the blast damage, of the Ship's Gun. {{Brineblood Marauders Footer}} 187de022e64ebb0bce7f4e97a63e3c9f4b98f63f Pyg Galley Crew 0 343 1112 2024-08-03T20:41:06Z Nindokag 27 Created page with "= Pyg Galley Crew = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Galley_crew.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="wid..." wikitext text/x-wiki = Pyg Galley Crew = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Galley_crew.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Galley Crew''' || 6 || 5 || 5 || 13 || 13 || 1 |} 3 grunts for 3pts. FA 2. Command Attachment: can take the [[Pyg_Coxswain]] for 1 point. ===Abilities:=== *'''Amphibious''' *'''Tough''' *'''Dual Attack''' *'''Combined Ranged Attack''' * {{Condition}} * {{Stew's On}} ===Weapons=== {{Ranged Weapon|Net|5|4|1|-|-|* {{Drag}} * {{Knockdown}} }} {{Melee Weapon|Cleaver|5|1|10|* {{Grim Harvest}} }} == Role and strengths == * The main reason you take this unit is for Fury removal via Condition, which allows your warlocks to run more beast-heavy without risking frenzy. * They are also good at contesting objectives, or scoring 40mm objectives. Especially late-game after more of the frontline units have been killed off, this can be a clutch scenario play. == Downsides == * The Net can only Drag small-based models. == Synergy == == Tricks == * With an attached Coxswain, the Galley Crew can charge a Warjack, then use Dual Attack to throw a Combined Ranged Attack Net for Knockdown, then Disrupt with the Motivation Eel. {{Brineblood Marauders Footer}} 68c08b254820cf5e648ed764eb4ad4a5a2c73fce 1120 1112 2024-08-03T21:59:15Z Nindokag 27 /* Synergy */ wikitext text/x-wiki = Pyg Galley Crew = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Galley_crew.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Galley Crew''' || 6 || 5 || 5 || 13 || 13 || 1 |} 3 grunts for 3pts. FA 2. Command Attachment: can take the [[Pyg_Coxswain]] for 1 point. ===Abilities:=== *'''Amphibious''' *'''Tough''' *'''Dual Attack''' *'''Combined Ranged Attack''' * {{Condition}} * {{Stew's On}} ===Weapons=== {{Ranged Weapon|Net|5|4|1|-|-|* {{Drag}} * {{Knockdown}} }} {{Melee Weapon|Cleaver|5|1|10|* {{Grim Harvest}} }} == Role and strengths == * The main reason you take this unit is for Fury removal via Condition, which allows your warlocks to run more beast-heavy without risking frenzy. * They are also good at contesting objectives, or scoring 40mm objectives. Especially late-game after more of the frontline units have been killed off, this can be a clutch scenario play. == Downsides == * The Net can only Drag small-based models. == Synergy == * Any beast-heavy list, really. You want to really take advantage of that 4 Fury stat on the Deepborns by pushing them to their max. But their Threshold stat is not very good, and they're quite likely to Frenzy if your warlock can't leech off all their fury. Besides, if they end the turn with a maxed-out Fury points, then they're not valid transfer targets. Galley Crew to the rescue. == Tricks == * With an attached Coxswain, the Galley Crew can charge a Warjack, then use Dual Attack to throw a Combined Ranged Attack Net for Knockdown, then Disrupt with the Motivation Eel. {{Brineblood Marauders Footer}} 752ac08133c94190c933d9b63a03da9f73af57d8 1121 1120 2024-08-03T22:01:07Z Nindokag 27 /* Downsides */ wikitext text/x-wiki = Pyg Galley Crew = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Galley_crew.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Galley Crew''' || 6 || 5 || 5 || 13 || 13 || 1 |} 3 grunts for 3pts. FA 2. Command Attachment: can take the [[Pyg_Coxswain]] for 1 point. ===Abilities:=== *'''Amphibious''' *'''Tough''' *'''Dual Attack''' *'''Combined Ranged Attack''' * {{Condition}} * {{Stew's On}} ===Weapons=== {{Ranged Weapon|Net|5|4|1|-|-|* {{Drag}} * {{Knockdown}} }} {{Melee Weapon|Cleaver|5|1|10|* {{Grim Harvest}} }} == Role and strengths == * The main reason you take this unit is for Fury removal via Condition, which allows your warlocks to run more beast-heavy without risking frenzy. * They are also good at contesting objectives, or scoring 40mm objectives. Especially late-game after more of the frontline units have been killed off, this can be a clutch scenario play. == Downsides == * Very easy to kill. * Since they tend to hang out behind your beasts, they will frequently die as collateral damage from an AOE, spray, or slam targeting your beast. * You won't get to use the special abilities of their attacks often, since they don't really want to be in melee, and are usually either walking and Conditioning or else running to contest an objective. * Even if you do use the Net, it can only Drag small-based models. == Synergy == * Any beast-heavy list, really. You want to really take advantage of that 4 Fury stat on the Deepborns by pushing them to their max. But their Threshold stat is not very good, and they're quite likely to Frenzy if your warlock can't leech off all their fury. Besides, if they end the turn with a maxed-out Fury points, then they're not valid transfer targets. Galley Crew to the rescue. == Tricks == * With an attached Coxswain, the Galley Crew can charge a Warjack, then use Dual Attack to throw a Combined Ranged Attack Net for Knockdown, then Disrupt with the Motivation Eel. {{Brineblood Marauders Footer}} 90142e45bac3b3847aaef6c9a7a142eb1797f7c8 1122 1121 2024-08-03T22:06:20Z Nindokag 27 wikitext text/x-wiki = Pyg Galley Crew = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Galley_crew.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Galley Crew''' || 6 || 5 || 5 || 13 || 13 || 1 |} 3 grunts for 3pts. FA 2. Command Attachment: can take the [[Pyg_Coxswain]] for 1 point. ===Abilities:=== *'''Amphibious''' *'''Tough''' *'''Dual Attack''' *'''Combined Ranged Attack''' * {{Condition}} * {{Stew's On}} ===Weapons=== {{Ranged Weapon|Net|5|4|1|-|-|* {{Drag}} * {{Knockdown}} }} {{Melee Weapon|Cleaver|5|1|10|* {{Grim Harvest}} }} == Role and strengths == * The main reason you take this unit is for Fury removal via Condition, which allows your warlocks to run more beast-heavy without risking frenzy. * They are also good at contesting objectives, or scoring 40mm objectives. == Downsides == * Very easy to kill. * Since they tend to hang out behind your beasts, they will frequently die as collateral damage from an AOE, spray, or slam targeting your beast. * You won't get to use the special abilities of their attacks often, since they don't really want to be in melee, and are usually either walking and Conditioning or else running to contest an objective. * Even if you do use the Net, it can only Drag small-based models. == Synergy == * Any beast-heavy list, really. You want to really take advantage of that 4 Fury stat on the Deepborns by pushing them to their max. But their Threshold stat is not very good, and they're quite likely to Frenzy if your warlock can't leech off all their fury. Besides, a beast that ends its turn full on fury is not a valid transfer target. Galley Crew to the rescue. * Condition does not say "Friendly ''Faction''", so they are able to remove fury from [[Carver Ultimus]]' big pig. == Tricks == * With an attached Coxswain, the Galley Crew can charge a Warjack, then use Dual Attack to throw a Combined Ranged Attack Net for Knockdown, then Disrupt with the Motivation Eel. * Late-game, after the frontline units have mostly killed each other off, running the 1 or 2 remaining Galley Crew to contest or score an objective can be a game-winning scenario play. * If you calculate that Condition plus Leeching won't be enough to clear all the Fury from your beasts, then put a Galley Crew within 1" of each one. Their Comfort Food rule affects themselves, so they can feed themselves to your beasts during maintenance phase. {{Brineblood Marauders Footer}} 31e59733f1ed1aa8de8000bd52a8b845f8323217 1123 1122 2024-08-03T22:08:42Z Nindokag 27 /* Tricks */ wikitext text/x-wiki = Pyg Galley Crew = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_Galley_crew.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Pyg Galley Crew''' || 6 || 5 || 5 || 13 || 13 || 1 |} 3 grunts for 3pts. FA 2. Command Attachment: can take the [[Pyg_Coxswain]] for 1 point. ===Abilities:=== *'''Amphibious''' *'''Tough''' *'''Dual Attack''' *'''Combined Ranged Attack''' * {{Condition}} * {{Stew's On}} ===Weapons=== {{Ranged Weapon|Net|5|4|1|-|-|* {{Drag}} * {{Knockdown}} }} {{Melee Weapon|Cleaver|5|1|10|* {{Grim Harvest}} }} == Role and strengths == * The main reason you take this unit is for Fury removal via Condition, which allows your warlocks to run more beast-heavy without risking frenzy. * They are also good at contesting objectives, or scoring 40mm objectives. == Downsides == * Very easy to kill. * Since they tend to hang out behind your beasts, they will frequently die as collateral damage from an AOE, spray, or slam targeting your beast. * You won't get to use the special abilities of their attacks often, since they don't really want to be in melee, and are usually either walking and Conditioning or else running to contest an objective. * Even if you do use the Net, it can only Drag small-based models. == Synergy == * Any beast-heavy list, really. You want to really take advantage of that 4 Fury stat on the Deepborns by pushing them to their max. But their Threshold stat is not very good, and they're quite likely to Frenzy if your warlock can't leech off all their fury. Besides, a beast that ends its turn full on fury is not a valid transfer target. Galley Crew to the rescue. * Condition does not say "Friendly ''Faction''", so they are able to remove fury from [[Carver Ultimus]]' big pig. == Tricks == * Save their activation for the end of your turn. That way, you can see just how much fury your beasts ended up generating, and you know exactly how many Conditions you will need. Or if you don't need any Conditions, the unit can just run. * With an attached Coxswain, the Galley Crew can charge a Warjack, then use Dual Attack to throw a Combined Ranged Attack Net for Knockdown, then Disrupt with the Motivation Eel. * Late-game, after the frontline units have mostly killed each other off, running the 1 or 2 remaining Galley Crew to contest or score an objective can be a game-winning scenario play. * If you calculate that Condition plus Leeching won't be enough to clear all the Fury from your beasts, then put a Galley Crew within 1" of each one. Their Comfort Food rule affects themselves, so they can feed themselves to your beasts during maintenance phase. {{Brineblood Marauders Footer}} d187d1b216f2fe60e4281f2a67f9dd2453c67161 Template:Drag 10 344 1113 2024-08-03T20:41:57Z Nindokag 27 Created page with "'''Drag''' - If this model hits an enemy model with an equal or smaller base with a basic attack with this weapon, immediately after the attack is resolved the hit model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction." wikitext text/x-wiki '''Drag''' - If this model hits an enemy model with an equal or smaller base with a basic attack with this weapon, immediately after the attack is resolved the hit model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction. d74dec9adccb007e59eb62142db6eb874cc97432 Cygnar Storm Legion 0 42 1114 972 2024-08-03T21:05:18Z Rork 33 /* Captain Raef Huxley */ sp wikitext text/x-wiki [[File:Cygnar_Banner.webp|right|text-top|400px]] == Why Play Storm Legion == [[File:Storm Legion Starter Banner.webp|thumb]] Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. With prominent combinations of electrical themes and an abundance of ranged attack options, the Cygnar Storm Legion primarily make use of buffs to enhance armor and range and exploit attack lanes. == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === Clad in a galvanically charged suit of advanced ironhead armor, Captain Raef Huxley dominates any terrain he chooses to tread, whether striding across the earth or taking to the heavens above. With two potent configurations to choose from, Sky Stormer or Ground Assault, Huxley is prepared to meet any opposition thrown his way. === [[Major Allister Caine]] === === [[Major Anson Wolfe]] === Wolfe is a veteran warcaster who drowns out the events of his past in battle. Wolfe is a good all-round caster who brings tools for improved speed, accuracy and damage. He typically brings infantry heavy armies. === [[Mechanik Adept Sparkhammer]] === == Warjacks == '''Light Chassis (40mm)''' *[[Courser]] '''Heavy Chassis (50mm)''' *[[Stryker]] *[[The General]] ==Solos== *[[Legionnaire Officer]] *[[Lieutenant Sara Brisbane]] *[[Sharpshooter]] *[[Specialist Tyson Vas]] *[[Weather Station]] *[[Zephyr]] ==Units== *[[Arcane Mechaniks]] *[[Storm Callers]] *[[Storm Lance Legionnaires]] *[[Storm Vanes]] *[[Stormblade Legionnaires]] *[[Stormguard Legionnaires]] *[[Stormthrower Legionnaires]] *[[Tempest Assailers]] *[[Tempest Thunderers]] ==Command Attachments== *[[Legionnaire Standard Bearer]] =Mercenaries= ==Mercenary Solos== *[[Alexia, Queen of the Damned]] *[[Carver Ultimus]] *[[Eilish Garrity, the Dark Traitor]] *[[Eiryss, Shadow of the Retribution]] *[[Krueger, Wrath of Blighterghast]] *[[Magnus the Unstoppable]] ==Mercenary Battle Engines== *[[Sky Bomber]] *[[Sky Raider]] {{Storm Legion Footer}} 3ae57e48484ce01ea5511808e5b3fe0edeb61e11 Legionnaire Officer 0 333 1115 1094 2024-08-03T21:10:40Z Rork 33 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Storm Legion’s officers are generally drawn from amongst its most promising young recruits. Some battle-proven few are selected from the Legion’s active service ranks—those who show a capacity for valor, leadership, and coolness under fire. Regardless of their origins, before being commissioned, the Legionnaire Officers must first complete their training at the Strategic Academy, at which time they are granted their first commands.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Officer ''' || 6 || - || 7 || 6 || 13 || 15 || 5 |} 3 points ===Abilities:=== * {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}} * '''Resistance: Electricity''' * [[Dual Attack]] ===Weapons=== {{Ranged Weapon|Lightning Pulse|7|10|1|-|12| * [[Pistol]] * {{Electro Leap}} * Damage type: Electricity}} {{Melee Weapon|Voltaic Great Sword|7|2|14| * [[Weapon Master]] * {{Electro Leap}} }} == Role and strengths == A rock solid offensive melee solo. The officer is also a critical support piece that makes your army far easier to get around the table with battle plans. == Downsides == * It's not particularly hard to kill. * You want to get them up on the front lines with that fancy sword, but you also want to keep them back for their battle plans. ** As a result, you only typically see them getting into the fight during the late game when their abilities are not so critical. == Synergy == * Pretty much anything in Storm Legion wants an officer around. == Tricks == * Precision strike allows you to start leap-frogging your units. If your front line models are jammed up by the enemy, use that battle plan and have a unit further back charge in to liberate your front line. Then the front line goes off and kills something else. * Remember that you can apply a battle plan ''before'' you move the officer, including before running or charging. * Special Orders is good for [[Stormblade Legionnaires]] - Charge in on a wide front to maximise your kills then use reposition to get back into Shield Wall. {{Storm Legion Footer}} 262d0293d46c69cdc12a8a150d3195ff66c9d785 Sharpshooter 0 327 1116 1068 2024-08-03T21:11:24Z Rork 33 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Legion’s sharpshooters are dead-eyed marksmen armed with Mag-Bolters, heavy mechanika rifles that rely on galvanic magnetism to project solid-steel projectiles at impossible speeds. With catastrophic results, the terrifying weapons can punch through the thickest armor. The Sharpshooters tend to operate alone at the Legion’s flanks, eliminating high-value targets and finishing off crippled enemy warjacks.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Sharpshooter ''' || 6 || - || 6 || 7 || 13 || 15 || 5 |} 3 points ===Abilities:=== *'''Reposition 3"''' * {{Dual Shot}} * '''Resistance: Electricity''' ===Weapons=== {{Ranged Weapon|Mag-Bolter|7|12|1|-|6| * {{Armor-Piercing}}}} {{Melee Weapon|Blade|6|1|9|}} == Role and strengths == The Sharpshooter is here to shoot things, it's not a particularly complex model. Reposition allows them to stay moderately safe from melee threats. == Downsides == * It's not particularly hard to kill. * That melee blade is largely there for show. * Although armor-piercing is nice, it's still not a boosted shot - don't expect too much from it. * Despite the fancy cloak on the model suggesting it is stealthy or nimble, it has no rules like pathfinder or prowl - you have to be careful where you place them to avoid them getting killed. == Synergy == * Anything that buffs its hit or damage rolls. ** [[Captain Athena di Baro]]'s feat ups its accuracy. ** [[Major Allister Caine]] can apply Calamity to make that Mag-Bolter a bit scarier. ** The [[Spotters]] command card placed on another model/unit. Although hopefully the Sharpshooter benefiting is in addition to other models. * [[Deflection]] will make it much more likely to survive. == Tricks == * Remember that you can aim, use Dual Shot to fire twice then reposition. {{Storm Legion Footer}} 1085a4f1de5ca509c9debe5f276b790ab8d75b86 The General 0 345 1117 2024-08-03T21:44:16Z Rork 33 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''Armed with the legendary sword of the late Coleman Stryker, now upgraded for warjack use and protected with an electro-charged Polarity Fist, The General charges into battle, furthering the legacy of the greatest hero Cygnar has ever known.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Nam..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''Armed with the legendary sword of the late Coleman Stryker, now upgraded for warjack use and protected with an electro-charged Polarity Fist, The General charges into battle, furthering the legacy of the greatest hero Cygnar has ever known.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' The General ''' || 6 || - || 8 || 7 || 13 || 18 || 30 |} 17 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * [[Acculumator]]: Storm Legion warrior. ===Weapons=== '''Left Arm - Polarity Fist:''' {{Melee Weapon|Polarity Fist|8|1|15| * Focus-Charged: Polarity Field}} * {{Buckler}} '''Right Arm - Quicksilver Mk III:''' {{Melee Weapon|Quicksilver Mk III |8|2|19| * Damage Type: Magical * [[Disruption]] }} {{Ranged Weapon|Galvanic Bolt|7|8|1|-|14| * [[Pistol]] * Damage type: Electricity. * Damage type: Magical. }} '''Head - The General''' Granted: * {{Overtake}} * {{Righteous Vengeance}} == Role and strengths == The best melee warjack Cygnar's money can buy. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. == Synergy == Realistically, it works well with all of the Cygnar warcasters. Whatever their schtick is, the General will appreciate it. * As the wielder of Cygnar's highest POW melee weapon outside of the future colossal, anything that makes it hit better or harder to chew through hard targets is appreciated - [[Positive Charge]], [[Calamity]] and [[Electrify]] are the buffs in Storm Legion. * [[Mechanik Adept Sparkhammer]] being able to cast [[Jackhammer]] for one focus on the General is really quite brutal. * It likes to be near infantry that can die quite easily so you can trigger Righteous Vengeance (Sorry, guys!) or trigger Accumulator. * Any source of [[Ionization]] starts to make that Galvanic Bolt a more dangerous proposition. == Tricks == * Be sure to leave a spot for the General to move into if your opponent triggers Righteous Vengeance. It's too easy to jam him in if it's lurking in the back line, and the officer's Precision Strike only works from their activation onwards. {{Storm Legion Footer}} 19a16ab1a8305f525eb0092fe454edb8c2daa0f0 1119 1117 2024-08-03T21:48:20Z Rork 33 /* Model Rules */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''Armed with the legendary sword of the late Coleman Stryker, now upgraded for warjack use and protected with an electro-charged Polarity Fist, The General charges into battle, furthering the legacy of the greatest hero Cygnar has ever known.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' The General ''' || 6 || - || 8 || 7 || 13 || 18 || 30 |} 17 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * [[Acculumator]]: Storm Legion warrior. ===Weapons=== '''Left Arm - Polarity Fist:''' {{Melee Weapon|Polarity Fist|8|1|15| * Focus-Charged: Polarity Field * {{Buckler}} }} '''Right Arm - Quicksilver Mk III:''' {{Melee Weapon|Quicksilver Mk III |8|2|19| * Damage Type: Magical * [[Disruption]] }} {{Ranged Weapon|Galvanic Bolt|7|8|1|-|14| * [[Pistol]] * Damage type: Electricity. * Damage type: Magical. }} '''Head - The General''' Granted: * {{Overtake}} * {{Righteous Vengeance}} == Role and strengths == The best melee warjack Cygnar's money can buy. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. == Synergy == Realistically, it works well with all of the Cygnar warcasters. Whatever their schtick is, the General will appreciate it. * As the wielder of Cygnar's highest POW melee weapon outside of the future colossal, anything that makes it hit better or harder to chew through hard targets is appreciated - [[Positive Charge]], [[Calamity]] and [[Electrify]] are the buffs in Storm Legion. * [[Mechanik Adept Sparkhammer]] being able to cast [[Jackhammer]] for one focus on the General is really quite brutal. * It likes to be near infantry that can die quite easily so you can trigger Righteous Vengeance (Sorry, guys!) or trigger Accumulator. * Any source of [[Ionization]] starts to make that Galvanic Bolt a more dangerous proposition. == Tricks == * Be sure to leave a spot for the General to move into if your opponent triggers Righteous Vengeance. It's too easy to jam him in if it's lurking in the back line, and the officer's Precision Strike only works from their activation onwards. {{Storm Legion Footer}} e2044db333953533b3653e8bc8400e088e12ca2e 1139 1119 2024-08-04T08:35:39Z Rork 33 /* Abilities: */ Testing dynamic references for accumulator wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''Armed with the legendary sword of the late Coleman Stryker, now upgraded for warjack use and protected with an electro-charged Polarity Fist, The General charges into battle, furthering the legacy of the greatest hero Cygnar has ever known.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' The General ''' || 6 || - || 8 || 7 || 13 || 18 || 30 |} 17 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * [[Acculumator]]: Storm Legion warrior * {{Accumulator|Storm Legion warrior}} ===Weapons=== '''Left Arm - Polarity Fist:''' {{Melee Weapon|Polarity Fist|8|1|15| * Focus-Charged: Polarity Field * {{Buckler}} }} '''Right Arm - Quicksilver Mk III:''' {{Melee Weapon|Quicksilver Mk III |8|2|19| * Damage Type: Magical * [[Disruption]] }} {{Ranged Weapon|Galvanic Bolt|7|8|1|-|14| * [[Pistol]] * Damage type: Electricity. * Damage type: Magical. }} '''Head - The General''' Granted: * {{Overtake}} * {{Righteous Vengeance}} == Role and strengths == The best melee warjack Cygnar's money can buy. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. == Synergy == Realistically, it works well with all of the Cygnar warcasters. Whatever their schtick is, the General will appreciate it. * As the wielder of Cygnar's highest POW melee weapon outside of the future colossal, anything that makes it hit better or harder to chew through hard targets is appreciated - [[Positive Charge]], [[Calamity]] and [[Electrify]] are the buffs in Storm Legion. * [[Mechanik Adept Sparkhammer]] being able to cast [[Jackhammer]] for one focus on the General is really quite brutal. * It likes to be near infantry that can die quite easily so you can trigger Righteous Vengeance (Sorry, guys!) or trigger Accumulator. * Any source of [[Ionization]] starts to make that Galvanic Bolt a more dangerous proposition. == Tricks == * Be sure to leave a spot for the General to move into if your opponent triggers Righteous Vengeance. It's too easy to jam him in if it's lurking in the back line, and the officer's Precision Strike only works from their activation onwards. {{Storm Legion Footer}} 7fe389dbd1ae7177d152d8862217cc3540f174d9 1142 1139 2024-08-04T08:45:07Z Rork 33 /* Abilities: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''Armed with the legendary sword of the late Coleman Stryker, now upgraded for warjack use and protected with an electro-charged Polarity Fist, The General charges into battle, furthering the legacy of the greatest hero Cygnar has ever known.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' The General ''' || 6 || - || 8 || 7 || 13 || 18 || 30 |} 17 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapons=== '''Left Arm - Polarity Fist:''' {{Melee Weapon|Polarity Fist|8|1|15| * Focus-Charged: Polarity Field * {{Buckler}} }} '''Right Arm - Quicksilver Mk III:''' {{Melee Weapon|Quicksilver Mk III |8|2|19| * Damage Type: Magical * [[Disruption]] }} {{Ranged Weapon|Galvanic Bolt|7|8|1|-|14| * [[Pistol]] * Damage type: Electricity. * Damage type: Magical. }} '''Head - The General''' Granted: * {{Overtake}} * {{Righteous Vengeance}} == Role and strengths == The best melee warjack Cygnar's money can buy. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. == Synergy == Realistically, it works well with all of the Cygnar warcasters. Whatever their schtick is, the General will appreciate it. * As the wielder of Cygnar's highest POW melee weapon outside of the future colossal, anything that makes it hit better or harder to chew through hard targets is appreciated - [[Positive Charge]], [[Calamity]] and [[Electrify]] are the buffs in Storm Legion. * [[Mechanik Adept Sparkhammer]] being able to cast [[Jackhammer]] for one focus on the General is really quite brutal. * It likes to be near infantry that can die quite easily so you can trigger Righteous Vengeance (Sorry, guys!) or trigger Accumulator. * Any source of [[Ionization]] starts to make that Galvanic Bolt a more dangerous proposition. == Tricks == * Be sure to leave a spot for the General to move into if your opponent triggers Righteous Vengeance. It's too easy to jam him in if it's lurking in the back line, and the officer's Precision Strike only works from their activation onwards. {{Storm Legion Footer}} cd2481963b9d4e510370baa1d45f3f90a8024109 1144 1142 2024-08-04T08:49:33Z Rork 33 /* Weapons */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''Armed with the legendary sword of the late Coleman Stryker, now upgraded for warjack use and protected with an electro-charged Polarity Fist, The General charges into battle, furthering the legacy of the greatest hero Cygnar has ever known.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' The General ''' || 6 || - || 8 || 7 || 13 || 18 || 30 |} 17 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapons=== '''Left Arm - Polarity Fist:''' {{Melee Weapon|Polarity Fist|8|1|15| * Focus-Charged: Polarity Field * [[Buckler]] * [[Open Fist]] }} '''Right Arm - Quicksilver Mk III:''' {{Melee Weapon|Quicksilver Mk III |8|2|19| * Damage Type: Magical * [[Disruption]] }} {{Ranged Weapon|Galvanic Bolt|7|8|1|-|14| * [[Pistol]] * Damage type: Electricity. * Damage type: Magical. }} '''Head - The General''' Granted: * {{Overtake}} * {{Righteous Vengeance}} == Role and strengths == The best melee warjack Cygnar's money can buy. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. == Synergy == Realistically, it works well with all of the Cygnar warcasters. Whatever their schtick is, the General will appreciate it. * As the wielder of Cygnar's highest POW melee weapon outside of the future colossal, anything that makes it hit better or harder to chew through hard targets is appreciated - [[Positive Charge]], [[Calamity]] and [[Electrify]] are the buffs in Storm Legion. * [[Mechanik Adept Sparkhammer]] being able to cast [[Jackhammer]] for one focus on the General is really quite brutal. * It likes to be near infantry that can die quite easily so you can trigger Righteous Vengeance (Sorry, guys!) or trigger Accumulator. * Any source of [[Ionization]] starts to make that Galvanic Bolt a more dangerous proposition. == Tricks == * Be sure to leave a spot for the General to move into if your opponent triggers Righteous Vengeance. It's too easy to jam him in if it's lurking in the back line, and the officer's Precision Strike only works from their activation onwards. {{Storm Legion Footer}} 7dfb65f3fdd150d677b07f1f3fd49072c9123592 Template:Heavy Warjack 10 346 1118 2024-08-03T21:45:52Z Rork 33 Created page with "'''Heavy Warjack''' - This model can perform the following power attacks: [[Headbutt]], [[Slam]] and [[Trample]]. It is a [[Construct]]." wikitext text/x-wiki '''Heavy Warjack''' - This model can perform the following power attacks: [[Headbutt]], [[Slam]] and [[Trample]]. It is a [[Construct]]. 2df096bda84ad0e98bc6e7234e2623fd6ebbfcd9 Template:Knockdown 10 347 1124 2024-08-03T22:13:09Z Nindokag 27 Created page with "'''Knockdown''' - when a model is hit by an attack with this weapon, it becomes knocked down." wikitext text/x-wiki '''Knockdown''' - when a model is hit by an attack with this weapon, it becomes knocked down. c217d7b1d65c6aea550176e69a63c8786706e53f Template:Grim Harvest 10 348 1125 2024-08-03T22:13:40Z Nindokag 27 Created page with "'''Grim Harvest''' - When an attack with this weapon destroys one or more living or undead models, after the attack has been resolved you can remove d3 damage points from a friendly warrior model within 8" of this model." wikitext text/x-wiki '''Grim Harvest''' - When an attack with this weapon destroys one or more living or undead models, after the attack has been resolved you can remove d3 damage points from a friendly warrior model within 8" of this model. 1f308ba6424bf50616921768aae5ce8f94a8f99b Template:Stew's On 10 349 1126 2024-08-03T22:14:02Z Nindokag 27 Created page with "'''Stew's On''' - While within 3" of this model, friendly warrior models gain {{Comfort Food}}." wikitext text/x-wiki '''Stew's On''' - While within 3" of this model, friendly warrior models gain {{Comfort Food}}. ba29c33abe6769600da01029532a0f90c60f7c48 Template:Comfort Food 10 350 1127 2024-08-03T22:15:06Z Nindokag 27 Created page with "'''Comfort Food''' - If a model with Comfort Food is within 1" of a friendly Faction warbeast at the beginning of your Control Phase, before leaching you can remove the model with Comfort Food from play to remove any number of fury points from the warbeast." wikitext text/x-wiki '''Comfort Food''' - If a model with Comfort Food is within 1" of a friendly Faction warbeast at the beginning of your Control Phase, before leaching you can remove the model with Comfort Food from play to remove any number of fury points from the warbeast. fcb651008cac1a057767cf55b2f530e7e3e12d29 Booty Boss 0 351 1128 2024-08-04T00:13:19Z Nindokag 27 Created page with "= Booty Boss = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Booty_boss.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" |..." wikitext text/x-wiki = Booty Boss = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Booty_boss.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Booty Boss''' || 5 || - || 6 || 12 || 17 || 8 |} Solo for 3 points. FA 2. ===Abilities:=== *'''Tough''' * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Sneak''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Prowl for one turn. (''{{Prowl}}'') ** '''Stir the Blood''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 to its melee damage rolls for one turn. ** {{ Stand Your Ground }} ===Weapons=== {{Ranged Weapon|Hand Cannon|6|12|1|-|12|*'''Pistol'''}} == Role and strengths == == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. == Synergy == == Tricks == {{Brineblood Marauders Footer}} 86fd9b114a1c3b71d3326ade21d64e17e1d452b9 1129 1128 2024-08-04T00:15:23Z Nindokag 27 /* Role and strengths */ wikitext text/x-wiki = Booty Boss = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Booty_boss.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Booty Boss''' || 5 || - || 6 || 12 || 17 || 8 |} Solo for 3 points. FA 2. ===Abilities:=== *'''Tough''' * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Sneak''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Prowl for one turn. (''{{Prowl}}'') ** '''Stir the Blood''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 to its melee damage rolls for one turn. ** {{ Stand Your Ground }} ===Weapons=== {{Ranged Weapon|Hand Cannon|6|12|1|-|12|*'''Pistol'''}} == Role and strengths == * Essential support solo for your combat units. * Offers three good battle plans: Sneak to protect from shooting, Stand your Ground to protect from melee, and Stir the Blood for the turn your Marauders charge. * Any list with more than one Marauder Crew should strongly consider taking two Booty Bosses. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. == Synergy == == Tricks == {{Brineblood Marauders Footer}} 3db3659edc0205bf65580fdcdebd395b72d25313 1130 1129 2024-08-04T00:16:30Z Nindokag 27 /* Tricks */ wikitext text/x-wiki = Booty Boss = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Booty_boss.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Booty Boss''' || 5 || - || 6 || 12 || 17 || 8 |} Solo for 3 points. FA 2. ===Abilities:=== *'''Tough''' * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Sneak''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Prowl for one turn. (''{{Prowl}}'') ** '''Stir the Blood''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 to its melee damage rolls for one turn. ** {{ Stand Your Ground }} ===Weapons=== {{Ranged Weapon|Hand Cannon|6|12|1|-|12|*'''Pistol'''}} == Role and strengths == * Essential support solo for your combat units. * Offers three good battle plans: Sneak to protect from shooting, Stand your Ground to protect from melee, and Stir the Blood for the turn your Marauders charge. * Any list with more than one Marauder Crew should strongly consider taking two Booty Bosses. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. == Synergy == == Tricks == * The Booty Boss randomly has a Hand Cannon which is quite a good gun. * Hand cannon is good for contributing while staying on an objective. * Battle plans are not a star-action. This means the Boss can battle plan while also taking his Hand Cannon shot. * He can also Battle Plan and then Run. (Although he cannot Run then Battle Plan). {{Brineblood Marauders Footer}} fd61681ce84c69a156278487655f8e7364832721 1131 1130 2024-08-04T00:17:25Z Nindokag 27 /* Synergy */ wikitext text/x-wiki = Booty Boss = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Booty_boss.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Booty Boss''' || 5 || - || 6 || 12 || 17 || 8 |} Solo for 3 points. FA 2. ===Abilities:=== *'''Tough''' * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Sneak''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Prowl for one turn. (''{{Prowl}}'') ** '''Stir the Blood''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 to its melee damage rolls for one turn. ** {{ Stand Your Ground }} ===Weapons=== {{Ranged Weapon|Hand Cannon|6|12|1|-|12|*'''Pistol'''}} == Role and strengths == * Essential support solo for your combat units. * Offers three good battle plans: Sneak to protect from shooting, Stand your Ground to protect from melee, and Stir the Blood for the turn your Marauders charge. * Any list with more than one Marauder Crew should strongly consider taking two Booty Bosses. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. == Synergy == * Stir the Blood battle plan, combined with Gang and the Fury's Strength spell, get your Marauders up to POW 17 on their melee attacks, which makes a charging full unit a danger even to enemy heavies. == Tricks == * The Booty Boss randomly has a Hand Cannon which is quite a good gun. * Hand cannon is good for contributing while staying on an objective. * Battle plans are not a star-action. This means the Boss can battle plan while also taking his Hand Cannon shot. * He can also Battle Plan and then Run. (Although he cannot Run then Battle Plan). {{Brineblood Marauders Footer}} c6dd97a1789c7cc4aa5df3dd378244088d0d5575 1133 1131 2024-08-04T01:43:56Z Nindokag 27 /* Synergy */ wikitext text/x-wiki = Booty Boss = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Booty_boss.webp|thumb|right|alt=Pyg Boarding Party|Pyg Boarding Party]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Booty Boss''' || 5 || - || 6 || 12 || 17 || 8 |} Solo for 3 points. FA 2. ===Abilities:=== *'''Tough''' * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Sneak''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Prowl for one turn. (''{{Prowl}}'') ** '''Stir the Blood''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 to its melee damage rolls for one turn. ** {{ Stand Your Ground }} ===Weapons=== {{Ranged Weapon|Hand Cannon|6|12|1|-|12|*'''Pistol'''}} == Role and strengths == * Essential support solo for your combat units. * Offers three good battle plans: Sneak to protect from shooting, Stand your Ground to protect from melee, and Stir the Blood for the turn your Marauders charge. * Any list with more than one Marauder Crew should strongly consider taking two Booty Bosses. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. == Synergy == * Stir the Blood battle plan, combined with Gang and the Fury's Strength spell, get your Marauders up to POW 17 on their melee attacks, which makes a charging full unit a danger even to enemy heavies. * Can give Sneak to [[Braghen Ragemonger]], as he is a warrior model. He can cast Floodwaters animus and then be Stealth (water plus amphibious plus prowl). * Stand Your Ground battle plan stacks well with [[Admiral Boomhowler]]'s feat, and/or the Awe aura from an [[Abyssal King]], for very high DEF against charges. == Tricks == * The Booty Boss randomly has a Hand Cannon which is quite a good gun. * Hand cannon is good for contributing while staying on an objective. * Battle plans are not a star-action. This means the Boss can battle plan while also taking his Hand Cannon shot. * He can also Battle Plan and then Run. (Although he cannot Run then Battle Plan). {{Brineblood Marauders Footer}} 163f2a15943d027205f588be1e6daec4c6961494 Retribution Shadows of the Retribution 0 111 1132 404 2024-08-04T00:33:57Z Gedditoffme 2 wikitext text/x-wiki == Why Play Retribution of Scyrah - Shadows of the Retribution == The stealthy elves that appear in the night, Shadows of Retribution is where you will find the elven assassins and warriors of conviction. Shadows of the Retribution is a fairly flexible Army that can build into one of two broad playstyles. Light Mage Hunter infantry boasts high DEF and Steath with decent infantry-based shooting and highly-mobile units, while House Ellowuyr focuses on melee infantry with strong hitting power and survivability. The Army cares little for enemy defensive buffs with easy access to Blessed weapons, allowing them to scalpel out important solos and support models to cripple the opposing force. The army draws primarily from the House Vyre stable of Retribution warjacks which sacrifice the Field Generator of the Shyeel warjacks for higher base ARM and powerful effects on their ranged weapons such as Momentum and Armor Piercing. One downside of this is that there is only a single character warjack in the Army, Moros, but the heavy Vyre chassi has a lot of powerful options to make up for that. === [[Garryth, Eye of Vengeance]] === Garryth is the epitome of ranged warcasters, packing a powerful sniper rifle that can be used to snipe out key targets, apply debuffs, or put serious hurt on to harder targets. As the Army’s Scout Warcaster his kit is largely geared towards supporting his battlegroup but he still packs some reasonable infantry support in the form of Mortality and his feat. === [[Kaelyssa, The Night's Whisper]] === === [[Ravyn, The Eternal Light]] === Ravyn is an interesting mix and one I’ll admit I’m not sure I’ve entirely wrapped my head around yet, but I’ll do my best. Like all Shadows of the Retribution warcasters she’s not afraid of making kills on her own, but she also packs some interesting Battle Plans to push her infantry up to 11. === [[Thyron, Sword of Truth]] === == Myrmidons == *'''Light Warjacks''' **[[Aspis]] **[[Chimera]] **[[Harpy]] **[[Moros]] **[[Siren]] * '''Heavies''' **[[Banshee]] **[[Daemon]] **[[Sphinx]] * '''Colossals''' **[[Helios]] **[[Hyperion]] * '''Battle Engines''' **[[Arcantrik Force Generator]] * '''Solos''' **[[Eiryss, Mage Hunter of Ios]] **[[Arcanist Mechanik]] **[[Elara, Tyro of the Third Chamber]] **[[Sylys Wyshnalyrr, The Seeker]] **[[House Ellowuyr Warden Executioner]] **[[Mage Hunter Assassin]] **[[Narn, Mage Hunter of Ios]] **[[Nayl]] **[[Soulless Voidtracer]] * '''Units''' **[[House Ellowuyr Swordsmen]] **[[House Ellowuyr Wardens]] **[[Mage Hunter Infiltrators]] **[[Mage Hunter Strike Force]] **[[Spears of Scyrah]] *'''Command Attachments''' **[[Eiryss, Mage Hunter Commander]] **[[House Ellowuyr Swordsmen Officer & Standard]] **[[Mage Hunter Strike Force Commander]] *'''Weapon Attachments''' **[[Soulless Escort]] =Mercenaries= *'''Mercenary Solos''' **[[Carver Ultimus]] **[[Magnus the Unstoppable]] e4b0ef39a0d69c3eb9394e49a5fa93586fc74bdf Pyg Cannon Crew 0 352 1134 2024-08-04T06:38:20Z Nindokag 27 Created page with "= Pyg Cannon Crew = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Booty_boss.webp|thumb|right|alt=Pyg Cannon Crew|Pyg Cannon Crew]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" |..." wikitext text/x-wiki = Pyg Cannon Crew = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Booty_boss.webp|thumb|right|alt=Pyg Cannon Crew|Pyg Cannon Crew]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Cannon Crew''' || 4 || - || 6 || 12 || 13 || 5 |} Solo for 3 points. FA 4. ===Abilities:=== *'''Tough''' *{{Reposition}} [3"] ===Weapons=== {{Ranged Weapon|Cannon|6|14|1|-|14|*{{Momentum}}}} == Role and strengths == * Shoots stuff and knocks it down. Simple. * A good backline 30mm objective holder, as it can sit near that objective and still contribute shots to the battle. * Threatens 18" from its starting position. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * Slowest thing in the army at SPD 4. * Dies easily * No AOE * Can't boost == Synergy == * [[Pyg Dirge]] helps the cannon hit, with Mark Target. * By knocking its target down (and possibly things behind its target as well), the Pyg Cannon sets up easy hits for your other ranged attacks. For instance, a [[Reef Troll]] with Ship's Gun or an [[Abyssal King]] can save a point of fury, since it won't have to boost to hit a knocked-down target. == Tricks == * Look for opportunities to Slam something into the enemy caster, knocking them down (without having to hit the caster's DEF!) and setting up an assassination run. * With long range and Repo 3", it is frequently able to start its turn already in range of a target, sac movement to Aim, shoot, then Repo to where it wants to be. * You can also move out of scoring range of an objective, take a shot, and Repo back into scoring range. * Shoot-and-scoot: Position behind a corner of a building; move out until you can just see your target, take the shot, then Repo back to safety. {{Brineblood Marauders Footer}} c28d36350d92bffb91c2131eeb09639c0919c721 Template:Momentum 10 353 1135 2024-08-04T06:39:55Z Nindokag 27 Created page with "'''Momentum''': A small- or medium-based enemy model hit by this weapon is slammed d6" directly away. Collateral damage of the slam is equal to the POW of this weapon. A large-based enemy model hit by this weapon becoems knocked down." wikitext text/x-wiki '''Momentum''': A small- or medium-based enemy model hit by this weapon is slammed d6" directly away. Collateral damage of the slam is equal to the POW of this weapon. A large-based enemy model hit by this weapon becoems knocked down. 622778e91aa5e7ed0b916d13f1bca840914da75e 1136 1135 2024-08-04T06:48:57Z Nindokag 27 wikitext text/x-wiki '''Momentum''': A small or medium based model directly hit by this attack is slammed d3" directly away from this model. The POW of the collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down. eaf4cfea1315a84190e7d9aaf57afe3d15e88d66 Heavy Warjack 0 354 1137 2024-08-04T08:28:20Z Rork 33 Redirected page to [[Heavy Warjack]] wikitext text/x-wiki #REDIRECT [[Heavy Warjack]] 1d8186555c56bef0ce55821887e5989bfeb1bbb5 1138 1137 2024-08-04T08:31:37Z Rork 33 Removed redirect to [[Heavy Warjack]] wikitext text/x-wiki They're big and stompy mechanikal wonders! {{Heavy Warjack}} 315e8e7fb68f70c2b60c69b51f4e284ff948b2c3 Template:Accumulator 10 355 1140 2024-08-04T08:40:57Z Rork 33 Created page with "'''[[:Category:Accumulator|Accumulator]] <nowiki>[&nbsp;</nowiki>[[{{{1}}}]]<nowiki>&nbsp;]</nowiki>''' - When this model begins its activation within 3" of one or more friendly {{{1}}}, this models gains 1 focus point. {{{Hide_Cat|<includeonly>[[Category:Accumulator]]</includeonly>}}}<noinclude> [[Category: Exact Copy Template]] </noinclude>" wikitext text/x-wiki '''[[:Category:Accumulator|Accumulator]] <nowiki>[&nbsp;</nowiki>[[{{{1}}}]]<nowiki>&nbsp;]</nowiki>''' - When this model begins its activation within 3" of one or more friendly {{{1}}}, this models gains 1 focus point. {{{Hide_Cat|<includeonly>[[Category:Accumulator]]</includeonly>}}}<noinclude> [[Category: Exact Copy Template]] </noinclude> 6dc3cfe8c3eb560a6979bf0e8f7ac93ee52ef427 1141 1140 2024-08-04T08:43:45Z Rork 33 wikitext text/x-wiki '''[[:Category:Accumulator|Accumulator]] <nowiki>[</nowiki>{{{nolink|[[{{{1}}}]]}}}<nowiki>]</nowiki>''' - When it begins its activation within 3" of one or more other friendly {{{1}}} models, this model gains 1 focus point.{{{Hide_Cat|<includeonly>[[Category:Accumulator]]</includeonly>}}}<noinclude> [[Category: Exact Copy Template]] </noinclude> 309cd51b1288adc7bdbad1aa1e47114d18fdb98f 1143 1141 2024-08-04T08:46:27Z Rork 33 wikitext text/x-wiki '''[[:Category:Accumulator|Accumulator]] <nowiki>[</nowiki>{{{nolink|[[{{{1}}}]]}}}<nowiki>]</nowiki>''' - When it begins its activation within 3" of one or more friendly {{{1}}} models, this model gains 1 focus point.{{{Hide_Cat|<includeonly>[[Category:Accumulator]]</includeonly>}}}<noinclude> [[Category: Exact Copy Template]] </noinclude> 11d1dfd1fa6762882040047c54007c017c28ee57 Major Allister Caine 0 294 1145 995 2024-08-04T08:55:20Z Rork 33 /* Abilities: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Gun Mage]] [[Hellslinger Cadre]] [[Warcaster]]'''</span><BR> [[File:Caine4 Gencon release.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Caine4 ''' || <!--Spd--> 7 || <!--AAT--> 6|| <!--MAT--> - || <!--RAT--> 9 || <!--Def--> 17 || <!--Arm--> 13 || <!--Arc--> 6 || <!--Ctrl--> 12 || <!--HP--> 15 |} ===Abilities:=== * '''Pathfinder''' * '''Gunfighter''' * '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". * '''Field Marshal [Evasive]''' - Warjacks in this model's battlegroup gain Evasive. * '''Head Shot''' - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models destroyed by a ranged attack made by this model are removed from play. * '''Leadership [Gun Mage]''' - While within 10" of this model, friendly Gun Mage models gain Head Shot. ===Weapons=== {{Ranged Weapon| Spellstorm Pistol x2 |9|12|1|-|12|*'''Pistol''' * '''Magical''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: **'''Heart Seeker''' - Gain an additional die on damage rolls resulting from this attack. Discard the lowest die in each roll. **'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. **'''Witch Mark''' - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. * '''Reload [1]''' - This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action.}} === Feat: Arcane Conflagration === While in Caine's control range friendly Gun Mage, and friendly faction Warjack models' ranged weapons gain Blessed, Damage Type: Magical, and +2 POW. When a friendly Faction model makes an attack with a weapon with Attack Types while in Caine's control range, that model can choose two special rules instead of one. Arcane Conflagration lasts for one turn. === Spells === {{Calamity}} {{Heightened Reflexes}} {{Teleport}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * Snipe will never go amiss on a ranged super solo caster with up to 4 gunshots. Combos well with witch mark to reach far with Calamity. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A personal assassination / super solo caster, whose shoots hard then Teleports away. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * ARM13. Sure, he has great DEF, but considering that blast weapons still do damage when they miss he can easily be in a lot of trouble if you don't position him right. Between Calamity and Teleport (and upkeeping at least one spell), he will likely be sitting on one or none focus on the average turn. Get him in a trench or behind an obstacle as much as you can. * Since Witch Mark affects a ''model'', it's not very good for applying Calamity to low-mid armoured units with a single box (since Caine will just kill them). Choose your targets carefully when trying to apply Calamity (or any other ranged spell). * Since Caine does not have a melee weapon, he can't charge. == Tricks: == <!-- dot point list of cool plays and combos--> * Feeling brave and/or stupid? Take the [[High Alert]] card and let Caine take a bullet. He uses evasive to move up for future shenanigans. * Don't forget [[Gunfighter]]. Your opponent can't just block off Caine from shooting something important by forcing him to engage another model - he can fire out of melee. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Lieutenant Sara Brisbane]] offers the opportunity to really lean into the benefits of the feat (and/or calamity). Give her a few [[Courser]]s, allocate them some focus from Mechaniks, then fire away. Then use Brisbane's [[Open Fire]] to double dip on all of that. * [[Arcane Mechaniks]]. You don't want Caine using his focus on the 1-2 jacks you give him. Let them do that job. * The [[Weather Station]]. Since it has shot types, it can benefit from Caine's feat. And the DEF debuff can really help Caine out if you activate before him. === Command Cards === * Caine wants to use a lot of focus during most turns. [[Power Swell]] either makes him more active or keeps him alive. * Caine is a gun caster, which means Clouds will spoil his day, so consider [[Sentry Duty]]. * Want to be brave with Caine and not let him die? [[Duck and Cover!]] means those potentially deadly blasts...aren't. * To get more out of [[High Alert]] safely, put it on a Stryker in his battlegroup to trigger Evasive. Optionally, take the shield guard head on a Courser. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He has a beard now. That means he has ''experience''. * He has the ''Head Shot'' and ''Heart Seeker'' rules - and can use them together. Now ''that'' is a trick shot. {{Storm Legion Footer}} 5113fd69e6324c33acbec637876a8f0049228afd Template:Overtake 10 356 1146 2024-08-04T08:58:15Z Rork 33 Created page with "'''[[:Category:Overtake|Overtake]]''' - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".{{{Hide_Cat|<includeonly>[[Category:Overtake]]</includeonly>}}}<noinclude> [[Category: Exact Copy Template]] </noinclude>" wikitext text/x-wiki '''[[:Category:Overtake|Overtake]]''' - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".{{{Hide_Cat|<includeonly>[[Category:Overtake]]</includeonly>}}}<noinclude> [[Category: Exact Copy Template]] </noinclude> 366509051b7df86a4457ec6435567108c0012909 Template:Righteous Vengeance 10 357 1147 2024-08-04T09:02:17Z Rork 33 Created page with "'''[[:Category:Righteous Vengeance|Righteous Vengeance]]''' - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks within 5" of this model during the last round, during your Maintenance phase this model can advance up to 3" and make one basic attack.{{{Hide_Cat|<includeonly>[[Category:Righeteous Vengeance]]</includeonly>}}}<noinclude> [[Category: Exact Copy Template]] </noinclude>" wikitext text/x-wiki '''[[:Category:Righteous Vengeance|Righteous Vengeance]]''' - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks within 5" of this model during the last round, during your Maintenance phase this model can advance up to 3" and make one basic attack.{{{Hide_Cat|<includeonly>[[Category:Righeteous Vengeance]]</includeonly>}}}<noinclude> [[Category: Exact Copy Template]] </noinclude> 305b2e36c22d31bf767552a41f113fe6b0601c76 Template:Reposition 10 193 1148 645 2024-08-04T17:07:39Z Rork 33 wikitext text/x-wiki '''[[:Category:Reposition|Reposition]] <nowiki>[</nowiki>{{{nolink|[[{{{1}}}]]}}}<nowiki>]</nowiki>''' - At the end of a model/unit with Reposition [{{{1}}}]'s activation in which it did not run or fail a charge, it can advance up to {{{1}}}", then its activation ends.{{{Hide_Cat|<includeonly>[[Category:Accumulator]]</includeonly>}}}<noinclude> [[Category: Exact Copy Template]] </noinclude> 0b3d8f28d52096525031fb93f726c642c86d1c9d 1149 1148 2024-08-04T17:08:34Z Rork 33 wikitext text/x-wiki '''[[:Category:Reposition|Reposition]] <nowiki>[</nowiki>{{{nolink|[[{{{1}}}]]}}}<nowiki>]</nowiki>''' - At the end of a model/unit with Reposition [{{{1}}}"]'s activation in which it did not run or fail a charge, it can advance up to {{{1}}}", then its activation ends.{{{Hide_Cat|<includeonly>[[Category:Accumulator]]</includeonly>}}}<noinclude> [[Category: Exact Copy Template]] </noinclude> 78dff8ce0be70a38ead385acfc721ce990c404d6 1150 1149 2024-08-04T17:09:48Z Rork 33 wikitext text/x-wiki '''[[:Category:Reposition|Reposition]] <nowiki>[</nowiki>{{{nolink|[[{{{1}}}]]}}}<nowiki>"]</nowiki>''' - At the end of a model/unit with Reposition [{{{1}}}"]'s activation in which it did not run or fail a charge, it can advance up to {{{1}}}", then its activation ends.{{{Hide_Cat|<includeonly>[[Category:Accumulator]]</includeonly>}}}<noinclude> [[Category: Exact Copy Template]] </noinclude> 73bec7a516891f1b92488d90a1176feb1c96e141 Sharpshooter 0 327 1151 1116 2024-08-04T17:10:07Z Rork 33 /* Abilities: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Legion’s sharpshooters are dead-eyed marksmen armed with Mag-Bolters, heavy mechanika rifles that rely on galvanic magnetism to project solid-steel projectiles at impossible speeds. With catastrophic results, the terrifying weapons can punch through the thickest armor. The Sharpshooters tend to operate alone at the Legion’s flanks, eliminating high-value targets and finishing off crippled enemy warjacks.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Sharpshooter ''' || 6 || - || 6 || 7 || 13 || 15 || 5 |} 3 points ===Abilities:=== *'''Reposition 3"''' * {{Dual Shot}} * '''Resistance: Electricity''' * {{Reposition|3}} ===Weapons=== {{Ranged Weapon|Mag-Bolter|7|12|1|-|6| * {{Armor-Piercing}}}} {{Melee Weapon|Blade|6|1|9|}} == Role and strengths == The Sharpshooter is here to shoot things, it's not a particularly complex model. Reposition allows them to stay moderately safe from melee threats. == Downsides == * It's not particularly hard to kill. * That melee blade is largely there for show. * Although armor-piercing is nice, it's still not a boosted shot - don't expect too much from it. * Despite the fancy cloak on the model suggesting it is stealthy or nimble, it has no rules like pathfinder or prowl - you have to be careful where you place them to avoid them getting killed. == Synergy == * Anything that buffs its hit or damage rolls. ** [[Captain Athena di Baro]]'s feat ups its accuracy. ** [[Major Allister Caine]] can apply Calamity to make that Mag-Bolter a bit scarier. ** The [[Spotters]] command card placed on another model/unit. Although hopefully the Sharpshooter benefiting is in addition to other models. * [[Deflection]] will make it much more likely to survive. == Tricks == * Remember that you can aim, use Dual Shot to fire twice then reposition. {{Storm Legion Footer}} 6b9491465da8cda5df4d62ca21487a80deb46d5e 1152 1151 2024-08-04T17:46:55Z Rork 33 /* Abilities: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Legion’s sharpshooters are dead-eyed marksmen armed with Mag-Bolters, heavy mechanika rifles that rely on galvanic magnetism to project solid-steel projectiles at impossible speeds. With catastrophic results, the terrifying weapons can punch through the thickest armor. The Sharpshooters tend to operate alone at the Legion’s flanks, eliminating high-value targets and finishing off crippled enemy warjacks.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Sharpshooter ''' || 6 || - || 6 || 7 || 13 || 15 || 5 |} 3 points ===Abilities:=== * {{Dual Shot}} * '''Resistance: Electricity''' * {{Reposition|3}} ===Weapons=== {{Ranged Weapon|Mag-Bolter|7|12|1|-|6| * {{Armor-Piercing}}}} {{Melee Weapon|Blade|6|1|9|}} == Role and strengths == The Sharpshooter is here to shoot things, it's not a particularly complex model. Reposition allows them to stay moderately safe from melee threats. == Downsides == * It's not particularly hard to kill. * That melee blade is largely there for show. * Although armor-piercing is nice, it's still not a boosted shot - don't expect too much from it. * Despite the fancy cloak on the model suggesting it is stealthy or nimble, it has no rules like pathfinder or prowl - you have to be careful where you place them to avoid them getting killed. == Synergy == * Anything that buffs its hit or damage rolls. ** [[Captain Athena di Baro]]'s feat ups its accuracy. ** [[Major Allister Caine]] can apply Calamity to make that Mag-Bolter a bit scarier. ** The [[Spotters]] command card placed on another model/unit. Although hopefully the Sharpshooter benefiting is in addition to other models. * [[Deflection]] will make it much more likely to survive. == Tricks == * Remember that you can aim, use Dual Shot to fire twice then reposition. {{Storm Legion Footer}} 534a5dcefc9646e3419700b01a3be4852d4f2718 1153 1152 2024-08-04T18:12:38Z Rork 33 wikitext text/x-wiki [[Category: Storm Legion warrior]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Legion’s sharpshooters are dead-eyed marksmen armed with Mag-Bolters, heavy mechanika rifles that rely on galvanic magnetism to project solid-steel projectiles at impossible speeds. With catastrophic results, the terrifying weapons can punch through the thickest armor. The Sharpshooters tend to operate alone at the Legion’s flanks, eliminating high-value targets and finishing off crippled enemy warjacks.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Sharpshooter ''' || 6 || - || 6 || 7 || 13 || 15 || 5 |} 3 points ===Abilities:=== * {{Dual Shot}} * '''Resistance: Electricity''' * {{Reposition|3}} ===Weapons=== {{Ranged Weapon|Mag-Bolter|7|12|1|-|6| * {{Armor-Piercing}}}} {{Melee Weapon|Blade|6|1|9|}} == Role and strengths == The Sharpshooter is here to shoot things, it's not a particularly complex model. Reposition allows them to stay moderately safe from melee threats. == Downsides == * It's not particularly hard to kill. * That melee blade is largely there for show. * Although armor-piercing is nice, it's still not a boosted shot - don't expect too much from it. * Despite the fancy cloak on the model suggesting it is stealthy or nimble, it has no rules like pathfinder or prowl - you have to be careful where you place them to avoid them getting killed. == Synergy == * Anything that buffs its hit or damage rolls. ** [[Captain Athena di Baro]]'s feat ups its accuracy. ** [[Major Allister Caine]] can apply Calamity to make that Mag-Bolter a bit scarier. ** The [[Spotters]] command card placed on another model/unit. Although hopefully the Sharpshooter benefiting is in addition to other models. * [[Deflection]] will make it much more likely to survive. == Tricks == * Remember that you can aim, use Dual Shot to fire twice then reposition. {{Storm Legion Footer}} 10c1c4d8d458290c4cbf1ae8cb89e5ad570e4c1b The General 0 345 1154 1144 2024-08-04T20:31:59Z Rork 33 wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''Armed with the legendary sword of the late Coleman Stryker, now upgraded for warjack use and protected with an electro-charged Polarity Fist, The General charges into battle, furthering the legacy of the greatest hero Cygnar has ever known.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' The General ''' || 6 || - || 8 || 7 || 13 || 18 || 30 |} 17 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapons=== '''Left Arm - Polarity Fist:''' {{Melee Weapon|Polarity Fist|8|1|15| * Focus-Charged: Polarity Field * [[Buckler]] * [[Open Fist]] }} '''Right Arm - Quicksilver Mk III:''' {{Melee Weapon|Quicksilver Mk III |8|2|19| * Damage Type: Magical * [[Disruption]] }} {{Ranged Weapon|Galvanic Bolt|7|8|1|-|14| * [[Pistol]] * Damage type: Electricity. * Damage type: Magical. }} '''Head - The General''' Granted: * {{Overtake}} * {{Righteous Vengeance}} == Role and strengths == The best melee warjack Cygnar's money can buy. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. == Synergy == Realistically, it works well with all of the Cygnar warcasters. Whatever their schtick is, the General will appreciate it. * As the wielder of Cygnar's highest POW melee weapon outside of the future colossal, anything that makes it hit better or harder to chew through hard targets is appreciated - [[Positive Charge]], [[Calamity]] and [[Electrify]] are the buffs in Storm Legion. * [[Mechanik Adept Sparkhammer]] being able to cast [[Jackhammer]] for one focus on the General is really quite brutal. * It likes to be near infantry that can die quite easily so you can trigger Righteous Vengeance (Sorry, guys!) or trigger Accumulator. * Any source of [[Ionization]] starts to make that Galvanic Bolt a more dangerous proposition. == Tricks == * Be sure to leave a spot for the General to move into if your opponent triggers Righteous Vengeance. It's too easy to jam him in if it's lurking in the back line, and the officer's Precision Strike only works from their activation onwards. {{Storm Legion Footer}} 8846a2a7b139a0b3f2ecd6a9d95b493bce5356bb Stryker 0 358 1155 2024-08-04T20:57:02Z Rork 33 Created page with "[[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfo..." wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 17 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} * [[Pistol]] }} |} '''Head - ''' Granted: == Role and strengths == == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. == Synergy == == Tricks == {{Storm Legion Footer}} dbb5dc528789887b0b0a28c726f8bb82b2f2ad84 1156 1155 2024-08-04T20:57:42Z Rork 33 /* Model Rules */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} * [[Pistol]] }} |} '''Head - ''' Granted: == Role and strengths == == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. == Synergy == == Tricks == {{Storm Legion Footer}} 2198f69cc4f13d3241a384e818734acbd9ed764b 1157 1156 2024-08-04T20:58:32Z Rork 33 /* Weapon options */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== '''Left Arms:''' '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} * [[Pistol]] }} |} '''Right Arms:''' '''Heads - ''' Granted: == Role and strengths == == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. == Synergy == == Tricks == {{Storm Legion Footer}} 8a64fcbc42f40695ca0e5f0839ffc4313aa38577 Southern Kriels Brineblood Marauders 0 41 1158 310 2024-08-05T04:36:18Z 98.33.90.65 0 /* Admiral Boomhowler */ wikitext text/x-wiki == Why Play Brineblood Marauders == If you think it's awesome to have a troll pick up an entire live hammerhead shark by the tail and whip somebody with it, this is the army for you. The basic theme is "troll pirates" (the infantry and warlocks), with sub-themes of "sea monsters" (the beasts), "hot-air balloons" (solos), and "fiery jungle frogs" (the cadre). The models are full of personality and variety, with a wealth of fun nautical details, such as sea creatures as (pets/food/weapons). They're a real treat for those who love painting. As for the army's mechanical identity: * The core of the army is Marauder Crew, a cheap and plentiful glass-cannon unit, with bad stats, that can be turned into good stats by layering buffs. * A unique feature of Marauder Crew is its 3 choices of UA, which can make the same unit play 3 different battlefield roles: (very simplified, "Speed up", "Shoot good", and "Be harder to kill") * We back that up with the Deepborn, an excellent heavy beast with a variety of viable builds. * Most of the rest of your army is about buffing, supporting, and protecting the Marauder Crews and Deepborns. It's highly synergystic, suiting the theme of a ship's crew working together. * Combined melee and shooting - the marauder crew had dual attack and pistol so they shoot as much as they melee, and the rest of the army supports that. * The shooting is mostly short-range, with few long-range cannons, but with a lot of sprays and guns that cause special effects on hit. * Everything has Tough, which isn't a reliable defense but can really annoy your opponent by randomly wasting their attacks. * Many models (the small-based ones and the heavy beast) have Amphibious, and we have spells that can create water to hide your amphibious models in. * Balloons (the Dirge and the Battle Brig) have flight, unstoppable, and the Propelled rule, which makes them very maneuverable support/gun platforms. * The Cadre bring a lot of Pathfinder, Magic Weapons, Fire-centric synergies, and mass Incorporeal. == Which Caster is for me? == === [[Admiral Boomhowler]] === With a defensive Feat, three Battle Plans, the very useful Avenging Force spell, and three open slots for rack spells, the Admiral is a flexible support leader who can be built many different ways. She can run a DEF-skew infantry spam list, a Gargantuan-centric list, or something in-between. === [[Braghen Ragemonger]] === The "cavalry" caster, and by cavalry I mean he's riding a shark. He makes his beasts hard to kill, gives his whole army a big offensive buff with his feat, and has a personal assassination threat with non-linear movement and harpoon drag. === [[Captain Firequill]] === The "shooting" caster. Speeds up beasts and makes their shooting better, does work personally with his 3 guns. Considered the weakest warlock (if you want to build a gunline, other factions can do it better.) === [[Captain Shadowtongue]] === The "Wizard" caster. Has a deep toolbox, very high skill ceiling, and the ability to use any friendly faction warrior as an arc node. Can do a unit recursion gameplan or can enable crazy nonlinear threat range for Deepborns. === [[Warchief Bagadibawm]] === Likes lighting things on fire. Can make an absurd number of melee attacks and turn frogs Incorporeal. Mostly synergizes with his fellow Bullcroak cadre models. {{Brineblood Marauders Footer}} 4f2022ae3a851f18f691b44131fc4c8cd146722d 1159 1158 2024-08-05T04:39:05Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 /* Admiral Boomhowler */ wikitext text/x-wiki == Why Play Brineblood Marauders == If you think it's awesome to have a troll pick up an entire live hammerhead shark by the tail and whip somebody with it, this is the army for you. The basic theme is "troll pirates" (the infantry and warlocks), with sub-themes of "sea monsters" (the beasts), "hot-air balloons" (solos), and "fiery jungle frogs" (the cadre). The models are full of personality and variety, with a wealth of fun nautical details, such as sea creatures as (pets/food/weapons). They're a real treat for those who love painting. As for the army's mechanical identity: * The core of the army is Marauder Crew, a cheap and plentiful glass-cannon unit, with bad stats, that can be turned into good stats by layering buffs. * A unique feature of Marauder Crew is its 3 choices of UA, which can make the same unit play 3 different battlefield roles: (very simplified, "Speed up", "Shoot good", and "Be harder to kill") * We back that up with the Deepborn, an excellent heavy beast with a variety of viable builds. * Most of the rest of your army is about buffing, supporting, and protecting the Marauder Crews and Deepborns. It's highly synergystic, suiting the theme of a ship's crew working together. * Combined melee and shooting - the marauder crew had dual attack and pistol so they shoot as much as they melee, and the rest of the army supports that. * The shooting is mostly short-range, with few long-range cannons, but with a lot of sprays and guns that cause special effects on hit. * Everything has Tough, which isn't a reliable defense but can really annoy your opponent by randomly wasting their attacks. * Many models (the small-based ones and the heavy beast) have Amphibious, and we have spells that can create water to hide your amphibious models in. * Balloons (the Dirge and the Battle Brig) have flight, unstoppable, and the Propelled rule, which makes them very maneuverable support/gun platforms. * The Cadre bring a lot of Pathfinder, Magic Weapons, Fire-centric synergies, and mass Incorporeal. == Which Caster is for me? == === [[Admiral Boomhowler]] === With a defensive Feat, three Battle Plans, the very useful Avenging Force spell, and three open slots for rack spells, the Admiral is a flexible support leader who can be built many different ways. She can run a DEF-skew infantry spam list, but her kit can also support just about anything. === [[Braghen Ragemonger]] === The "cavalry" caster, and by cavalry I mean he's riding a shark. He makes his beasts hard to kill, gives his whole army a big offensive buff with his feat, and has a personal assassination threat with non-linear movement and harpoon drag. === [[Captain Firequill]] === The "shooting" caster. Speeds up beasts and makes their shooting better, does work personally with his 3 guns. Considered the weakest warlock (if you want to build a gunline, other factions can do it better.) === [[Captain Shadowtongue]] === The "Wizard" caster. Has a deep toolbox, very high skill ceiling, and the ability to use any friendly faction warrior as an arc node. Can do a unit recursion gameplan or can enable crazy nonlinear threat range for Deepborns. === [[Warchief Bagadibawm]] === Likes lighting things on fire. Can make an absurd number of melee attacks and turn frogs Incorporeal. Mostly synergizes with his fellow Bullcroak cadre models. {{Brineblood Marauders Footer}} b279cfe54bbc727678bdb7042e0d265bc99ccd10 Pyg Cannon Crew 0 352 1160 1134 2024-08-05T04:40:34Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 /* Abilities: */ wikitext text/x-wiki = Pyg Cannon Crew = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Booty_boss.webp|thumb|right|alt=Pyg Cannon Crew|Pyg Cannon Crew]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Cannon Crew''' || 4 || - || 6 || 12 || 13 || 5 |} Solo for 3 points. FA 4. ===Abilities:=== *'''Tough''' *{{Reposition}} ===Weapons=== {{Ranged Weapon|Cannon|6|14|1|-|14|*{{Momentum}}}} == Role and strengths == * Shoots stuff and knocks it down. Simple. * A good backline 30mm objective holder, as it can sit near that objective and still contribute shots to the battle. * Threatens 18" from its starting position. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * Slowest thing in the army at SPD 4. * Dies easily * No AOE * Can't boost == Synergy == * [[Pyg Dirge]] helps the cannon hit, with Mark Target. * By knocking its target down (and possibly things behind its target as well), the Pyg Cannon sets up easy hits for your other ranged attacks. For instance, a [[Reef Troll]] with Ship's Gun or an [[Abyssal King]] can save a point of fury, since it won't have to boost to hit a knocked-down target. == Tricks == * Look for opportunities to Slam something into the enemy caster, knocking them down (without having to hit the caster's DEF!) and setting up an assassination run. * With long range and Repo 3", it is frequently able to start its turn already in range of a target, sac movement to Aim, shoot, then Repo to where it wants to be. * You can also move out of scoring range of an objective, take a shot, and Repo back into scoring range. * Shoot-and-scoot: Position behind a corner of a building; move out until you can just see your target, take the shot, then Repo back to safety. {{Brineblood Marauders Footer}} 8149c759a4b950ec6a43cd604cd7f768c0f406db 1161 1160 2024-08-05T04:40:59Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 /* Abilities: */ wikitext text/x-wiki = Pyg Cannon Crew = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Booty_boss.webp|thumb|right|alt=Pyg Cannon Crew|Pyg Cannon Crew]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Cannon Crew''' || 4 || - || 6 || 12 || 13 || 5 |} Solo for 3 points. FA 4. ===Abilities:=== *'''Tough''' *{{Reposition [3"]}} ===Weapons=== {{Ranged Weapon|Cannon|6|14|1|-|14|*{{Momentum}}}} == Role and strengths == * Shoots stuff and knocks it down. Simple. * A good backline 30mm objective holder, as it can sit near that objective and still contribute shots to the battle. * Threatens 18" from its starting position. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * Slowest thing in the army at SPD 4. * Dies easily * No AOE * Can't boost == Synergy == * [[Pyg Dirge]] helps the cannon hit, with Mark Target. * By knocking its target down (and possibly things behind its target as well), the Pyg Cannon sets up easy hits for your other ranged attacks. For instance, a [[Reef Troll]] with Ship's Gun or an [[Abyssal King]] can save a point of fury, since it won't have to boost to hit a knocked-down target. == Tricks == * Look for opportunities to Slam something into the enemy caster, knocking them down (without having to hit the caster's DEF!) and setting up an assassination run. * With long range and Repo 3", it is frequently able to start its turn already in range of a target, sac movement to Aim, shoot, then Repo to where it wants to be. * You can also move out of scoring range of an objective, take a shot, and Repo back into scoring range. * Shoot-and-scoot: Position behind a corner of a building; move out until you can just see your target, take the shot, then Repo back to safety. {{Brineblood Marauders Footer}} 4434f65b9f9ad4f486d5eb1e5907e44c4811d7f5 1162 1161 2024-08-05T04:41:51Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 /* Model Rules */ wikitext text/x-wiki = Pyg Cannon Crew = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Booty_boss.webp|thumb|right|alt=Pyg Cannon Crew|Pyg Cannon Crew]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Cannon Crew''' || 4 || - || 6 || 12 || 13 || 5 |} Solo for 3 points. FA 4. 50mm base. ===Abilities:=== *'''Tough''' *{{Reposition [3"]}} ===Weapons=== {{Ranged Weapon|Cannon|6|14|1|-|14|*{{Momentum}}}} == Role and strengths == * Shoots stuff and knocks it down. Simple. * A good backline 30mm objective holder, as it can sit near that objective and still contribute shots to the battle. * Threatens 18" from its starting position. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * Slowest thing in the army at SPD 4. * Dies easily * No AOE * Can't boost == Synergy == * [[Pyg Dirge]] helps the cannon hit, with Mark Target. * By knocking its target down (and possibly things behind its target as well), the Pyg Cannon sets up easy hits for your other ranged attacks. For instance, a [[Reef Troll]] with Ship's Gun or an [[Abyssal King]] can save a point of fury, since it won't have to boost to hit a knocked-down target. == Tricks == * Look for opportunities to Slam something into the enemy caster, knocking them down (without having to hit the caster's DEF!) and setting up an assassination run. * With long range and Repo 3", it is frequently able to start its turn already in range of a target, sac movement to Aim, shoot, then Repo to where it wants to be. * You can also move out of scoring range of an objective, take a shot, and Repo back into scoring range. * Shoot-and-scoot: Position behind a corner of a building; move out until you can just see your target, take the shot, then Repo back to safety. {{Brineblood Marauders Footer}} 85318fa7bef8a80775ee42d400bbd4be31b3c3e1 1178 1162 2024-08-05T05:11:50Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 /* Abilities: */ wikitext text/x-wiki = Pyg Cannon Crew = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Booty_boss.webp|thumb|right|alt=Pyg Cannon Crew|Pyg Cannon Crew]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Cannon Crew''' || 4 || - || 6 || 12 || 13 || 5 |} Solo for 3 points. FA 4. 50mm base. ===Abilities:=== *'''Tough''' *{{Reposition|3}} ===Weapons=== {{Ranged Weapon|Cannon|6|14|1|-|14|*{{Momentum}}}} == Role and strengths == * Shoots stuff and knocks it down. Simple. * A good backline 30mm objective holder, as it can sit near that objective and still contribute shots to the battle. * Threatens 18" from its starting position. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * Slowest thing in the army at SPD 4. * Dies easily * No AOE * Can't boost == Synergy == * [[Pyg Dirge]] helps the cannon hit, with Mark Target. * By knocking its target down (and possibly things behind its target as well), the Pyg Cannon sets up easy hits for your other ranged attacks. For instance, a [[Reef Troll]] with Ship's Gun or an [[Abyssal King]] can save a point of fury, since it won't have to boost to hit a knocked-down target. == Tricks == * Look for opportunities to Slam something into the enemy caster, knocking them down (without having to hit the caster's DEF!) and setting up an assassination run. * With long range and Repo 3", it is frequently able to start its turn already in range of a target, sac movement to Aim, shoot, then Repo to where it wants to be. * You can also move out of scoring range of an objective, take a shot, and Repo back into scoring range. * Shoot-and-scoot: Position behind a corner of a building; move out until you can just see your target, take the shot, then Repo back to safety. {{Brineblood Marauders Footer}} 410e1d562343388390fd369bdb1be38873d48272 Pyg Battle Brig 0 359 1163 2024-08-05T04:58:01Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 Created page with "= Pyg Battle Brig = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Battle_brig.webp|thumb|right|alt=Pyg Battle Brig|Pyg Battle Brig]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" |..." wikitext text/x-wiki = Pyg Battle Brig = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Battle_brig.webp|thumb|right|alt=Pyg Battle Brig|Pyg Battle Brig]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Cannon Crew''' || * || - || 6 || 13 || 15 || 18 |} Solo for 11 points. FA 2. 80mm base. ===Abilities:=== *'''Unstoppable''' *'''Gunfighter''' *'''Flight''' *{{Evasive}} *'''Leadership [friendly flying models]''' - While within 10" of this model, friendly flying models gain Evasive. *{{Propelled|12}} *{{Shooting Gallery}} *{{Sky Hook}} ===Weapons=== {{Ranged Weapon|Heavy Cannon|6|12|1|3|15/10|}}} {{Ranged Weapon|Swivel Guns x2|6|8|1|2|13/7|Attack Types: Each time this weapon is used to make an attack, choose one of the following special rules: * '''Grapeshot''': this weapon becomes RNG Sp10, AOE-, POW 12 for this attack. * '''Chain shot''': this weapon becomes AOE -, POW 12 for this attack. A model hit by this attack becomes knocked down. * {{Incendiary}} }} == Role and strengths == * Shoots stuff and knocks it down. Simple. * A good backline 30mm objective holder, as it can sit near that objective and still contribute shots to the battle. * Threatens 18" from its starting position. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * Is not technically a battle engine, no matter how much it looks like one, so it cannot be Repaired. * Can't boost == Synergy == * Works well with its smaller sibling the [[Pyg Dirge]]. The Battle Brig grants the Dirge Elusive, while the Dirge can give the Brig a much-appreciated +2 to hit. * == Tricks == * Can take its full 12" propelled movement and still shoot, meaning that its maximum threat range with its main gun is 24" (!!) from its starting position. {{Brineblood Marauders Footer}} 8cd883dec1067ac441989b14c84ffefb3951ab16 1169 1163 2024-08-05T05:03:52Z 98.33.90.65 0 /* Weapons */ wikitext text/x-wiki = Pyg Battle Brig = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Battle_brig.webp|thumb|right|alt=Pyg Battle Brig|Pyg Battle Brig]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Cannon Crew''' || * || - || 6 || 13 || 15 || 18 |} Solo for 11 points. FA 2. 80mm base. ===Abilities:=== *'''Unstoppable''' *'''Gunfighter''' *'''Flight''' *{{Evasive}} *'''Leadership [friendly flying models]''' - While within 10" of this model, friendly flying models gain Evasive. *{{Propelled|12}} *{{Shooting Gallery}} *{{Sky Hook}} ===Weapons=== {{Ranged Weapon|Heavy Cannon|6|12|1|3|15/10|}} {{Ranged Weapon|Swivel Guns x2|6|8|1|2|13/7|Attack Types: Each time this weapon is used to make an attack, choose one of the following special rules: * '''Grapeshot''': this weapon becomes RNG Sp10, AOE-, POW 12 for this attack. * '''Chain shot''': this weapon becomes AOE -, POW 12 for this attack. A model hit by this attack becomes knocked down. * {{Incendiary}} }} == Role and strengths == * Shoots stuff and knocks it down. Simple. * A good backline 30mm objective holder, as it can sit near that objective and still contribute shots to the battle. * Threatens 18" from its starting position. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * Is not technically a battle engine, no matter how much it looks like one, so it cannot be Repaired. * Can't boost == Synergy == * Works well with its smaller sibling the [[Pyg Dirge]]. The Battle Brig grants the Dirge Elusive, while the Dirge can give the Brig a much-appreciated +2 to hit. * == Tricks == * Can take its full 12" propelled movement and still shoot, meaning that its maximum threat range with its main gun is 24" (!!) from its starting position. {{Brineblood Marauders Footer}} 3793f68fb2d209bcd35fc78fbca2fb591bff1b54 1170 1169 2024-08-05T05:05:26Z 98.33.90.65 0 /* Model Rules */ wikitext text/x-wiki = Pyg Battle Brig = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Battle_brig.webp|thumb|right|alt=Pyg Battle Brig|Pyg Battle Brig]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Battle Brig''' || * || - || 6 || 13 || 15 || 18 |} Solo for 11 points. FA 2. 80mm base. ===Abilities:=== *'''Unstoppable''' *'''Gunfighter''' *'''Flight''' *{{Evasive}} *'''Leadership [friendly flying models]''' - While within 10" of this model, friendly flying models gain Evasive. *{{Propelled|12}} *{{Shooting Gallery}} *{{Sky Hook}} ===Weapons=== {{Ranged Weapon|Heavy Cannon|6|12|1|3|15/10|}} {{Ranged Weapon|Swivel Guns x2|6|8|1|2|13/7|Attack Types: Each time this weapon is used to make an attack, choose one of the following special rules: * '''Grapeshot''': this weapon becomes RNG Sp10, AOE-, POW 12 for this attack. * '''Chain shot''': this weapon becomes AOE -, POW 12 for this attack. A model hit by this attack becomes knocked down. * {{Incendiary}} }} == Role and strengths == * Shoots stuff and knocks it down. Simple. * A good backline 30mm objective holder, as it can sit near that objective and still contribute shots to the battle. * Threatens 18" from its starting position. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * Is not technically a battle engine, no matter how much it looks like one, so it cannot be Repaired. * Can't boost == Synergy == * Works well with its smaller sibling the [[Pyg Dirge]]. The Battle Brig grants the Dirge Elusive, while the Dirge can give the Brig a much-appreciated +2 to hit. * == Tricks == * Can take its full 12" propelled movement and still shoot, meaning that its maximum threat range with its main gun is 24" (!!) from its starting position. {{Brineblood Marauders Footer}} 317a56229d6b2dee0551802ae52c1ad51374ae82 1171 1170 2024-08-05T05:06:24Z 98.33.90.65 0 /* Model Rules */ wikitext text/x-wiki = Pyg Battle Brig = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Battle_brig.webp|thumb|right|alt=Pyg Battle Brig|Pyg Battle Brig]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Battle Brig''' || * || - || 6 || 13 || 15 || 20 |} Solo for 11 points. FA 2. 80mm base. ===Abilities:=== *'''Unstoppable''' *'''Gunfighter''' *'''Flight''' *{{Evasive}} *'''Leadership [friendly flying models]''' - While within 10" of this model, friendly flying models gain Evasive. *{{Propelled|12}} *{{Shooting Gallery}} *{{Sky Hook}} ===Weapons=== {{Ranged Weapon|Heavy Cannon|6|12|1|3|15/10|}} {{Ranged Weapon|Swivel Guns x2|6|8|1|2|13/7|Attack Types: Each time this weapon is used to make an attack, choose one of the following special rules: * '''Grapeshot''': this weapon becomes RNG Sp10, AOE-, POW 12 for this attack. * '''Chain shot''': this weapon becomes AOE -, POW 12 for this attack. A model hit by this attack becomes knocked down. * {{Incendiary}} }} == Role and strengths == * Shoots stuff and knocks it down. Simple. * A good backline 30mm objective holder, as it can sit near that objective and still contribute shots to the battle. * Threatens 18" from its starting position. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * Is not technically a battle engine, no matter how much it looks like one, so it cannot be Repaired. * Can't boost == Synergy == * Works well with its smaller sibling the [[Pyg Dirge]]. The Battle Brig grants the Dirge Elusive, while the Dirge can give the Brig a much-appreciated +2 to hit. * == Tricks == * Can take its full 12" propelled movement and still shoot, meaning that its maximum threat range with its main gun is 24" (!!) from its starting position. {{Brineblood Marauders Footer}} c670f827234b7e47f709095a6a5387c3f6f2588a 1184 1171 2024-08-05T06:05:03Z 2601:647:5E81:4790:FA7E:2EC6:329D:84DD 0 wikitext text/x-wiki = Pyg Battle Brig = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Battle_brig.webp|thumb|right|alt=Pyg Battle Brig|Pyg Battle Brig]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Battle Brig''' || * || - || 6 || 13 || 15 || 20 |} Solo for 11 points. FA 2. 80mm base. ===Abilities:=== *'''Unstoppable''' *'''Gunfighter''' *'''Flight''' *{{Evasive}} *'''Leadership [friendly flying models]''' - While within 10" of this model, friendly flying models gain Evasive. *{{Propelled|12}} *{{Shooting Gallery}} *{{Sky Hook}} ===Weapons=== {{Ranged Weapon|Heavy Cannon|6|12|1|3|15/10|}} {{Ranged Weapon|Swivel Guns x2|6|8|1|2|13/7|Attack Types: Each time this weapon is used to make an attack, choose one of the following special rules: * '''Grapeshot''': this weapon becomes RNG Sp10, AOE-, POW 12 for this attack. * '''Chain shot''': this weapon becomes AOE -, POW 12 for this attack. A model hit by this attack becomes knocked down. * {{Incendiary}} }} == Role and strengths == * A fast, flying arsenal of weaponry that is especially good at taking out clusters of infantry. * Also a support model that can give a speed boost to your ground infantry. * An independent model that doesn't need to stay in your warlock's control area, it can provide a scenario presence on a faraway flank. * Gunfighter and Unstoppable together mean that engaging enemies don't prevent it from moving where it wants or shooting what it wants. Your opponent cannot jam it in a meaningful way. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * Is not technically a battle engine, no matter how much it looks like one, so it cannot be Repaired. * Can't boost, or aim, so it relies on Shooting Gallery and Mark Target to hit high-DEF models. * Its weapons are good mainly against low-to-medium ARM models, and won't do much to heavier armored targets. == Synergy == * Works well with its smaller sibling the [[Pyg Dirge]]. The Battle Brig grants the Dirge Elusive, while the Dirge can give the Brig a much-appreciated +2 to hit. * Black Spot (spell from the rack) is great for generating extra attacks with the Battle Brig's guns. (If each of the three initial attacks kills a Black Spot-ted model, you can take three additional Heayv Cannon shots, which can target anything, not just the Black Spot-ted unit.) * Fortune (spell from the rack) is a nice buff to help the accuracy of all its guns. == Tricks == * Can take its full 12" propelled movement and still shoot, meaning that its maximum threat range with its main gun is 24" (!!) from its starting position. * You can take the shots in any order, so take a Chain Shot with the Swivel Gun first, and if it knocks a target down, then the rest of your shots become much easier to land. * Although Sky Hook only places a single model, placing one model from a unit 2" closer to the enemy, then using that model to lead a charge or run, makes it effectively a 2" speed bonus to the entire unit. * Sky Hook triggers at the end of normal movement. That means that, for example, if the Battle Brig is starting next to some Marauder Crew, it cannot move 12", then shoot, and still give a movement boost to the Crew unit. However, it is perfectly legal to move 0 inches, trigger Sky Hook, give a movement boost to the Crew unit, then use the remaining 12" of movement at the end of your activation. * Can fly 6" over a building, forest, or other LOS-blocking terrain, pop off shots, then use its remaining 6" of movement to retreat to safety. * Can be a powerful part of an assassination run. It is very hard for an opponent to stop it from getting in range of their leader. Once in range, it has 2 chances to get lucky and knock down the leader, after which its other guns can pile on the damage. {{Brineblood Marauders Footer}} c8526a2f2b108371a7c0781b1ef06052a51191e7 Template:Evasive 10 360 1164 2024-08-05T04:58:50Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 Created page with "'''Evasive''': When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2"." wikitext text/x-wiki '''Evasive''': When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". 616dbd759df594df84527c3ca6444738f3bccccf Template:Shooting Gallery 10 361 1165 2024-08-05T04:59:40Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 Created page with "'''Shooting Gallery''' - This model gains +2 to ranged attack rolls against models within 5" of it." wikitext text/x-wiki '''Shooting Gallery''' - This model gains +2 to ranged attack rolls against models within 5" of it. 0620057daefc5b685682717c53768bef7598b46f Template:Propelled 10 362 1166 2024-08-05T05:00:58Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 Created page with "'''Propelled [{{{1}}}]''' - This model cannot run, aim, charge, or become knocked down. This model can advance up to 12" total during its Normal Movement. If this model advanced less than 12" during its Normal Movement, it can advance its remaining movement at the end of its activation." wikitext text/x-wiki '''Propelled [{{{1}}}]''' - This model cannot run, aim, charge, or become knocked down. This model can advance up to 12" total during its Normal Movement. If this model advanced less than 12" during its Normal Movement, it can advance its remaining movement at the end of its activation. 87b570e6833dbcd5ee4aaaf24c106b91b227a29b Template:Sky Hook 10 363 1167 2024-08-05T05:01:57Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 Created page with "'''Sky Hook''' - When this model ends its Normal Movement, choose one small or medium-based friendly non-Leader model within 2" of it. You can place the chosen model completely within 2" of its current location. A model can be placed as a result of Sky Hook only once per turn." wikitext text/x-wiki '''Sky Hook''' - When this model ends its Normal Movement, choose one small or medium-based friendly non-Leader model within 2" of it. You can place the chosen model completely within 2" of its current location. A model can be placed as a result of Sky Hook only once per turn. 0998c713419737b474ed068fbc0fcecd5e7bb9ec Template:Incendiary 10 364 1168 2024-08-05T05:02:16Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 Created page with "'''Incendiary''' - This attack causes fire damage, and models hit suffer the Fire continuous effect." wikitext text/x-wiki '''Incendiary''' - This attack causes fire damage, and models hit suffer the Fire continuous effect. add23c3d0944c618ad77a34c7aef5dd9acb6a7c0 Pyg Dirge 0 365 1172 2024-08-05T05:08:09Z 98.33.90.65 0 Created page with "= Pyg Dirge = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Pyg_dirge.webp|thumb|right|alt=Pyg Dirge|Pyg Dirge]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Dirge''..." wikitext text/x-wiki = Pyg Dirge = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Pyg_dirge.webp|thumb|right|alt=Pyg Dirge|Pyg Dirge]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Dirge''' || * || - || 6 || 13 || 15 || 5 |} Solo for 2 points. FA 4. 50mm base. ===Abilities:=== *'''Unstoppable''' *'''Tough''' *'''Flight''' *{{Flying High}} *{{Mark Target}} *{{Steady}} *{{Propelled|10}} ===Weapons=== {{Ranged Weapon|Gravity Bomb|6|8|1|2|13/7|* '''Pistol''' * {{Brutal Damage}} * {{Sky-Dropped}} }} == Role and strengths == == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * Is not technically a battle engine, no matter how much it looks like one, so it cannot be Repaired. * Can't boost == Synergy == * Works well with its bigger sibling the [[Pyg Battle Brig]]. The Battle Brig grants the Dirge Elusive, while the Dirge can give the Brig a much-appreciated +2 to hit. == Tricks == {{Brineblood Marauders Footer}} 99dc820e86b2368e0abbb6353999dced9ec22c13 1182 1172 2024-08-05T05:42:47Z 98.33.90.65 0 /* Role and strengths */ wikitext text/x-wiki = Pyg Dirge = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Pyg_dirge.webp|thumb|right|alt=Pyg Dirge|Pyg Dirge]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Dirge''' || * || - || 6 || 13 || 15 || 5 |} Solo for 2 points. FA 4. 50mm base. ===Abilities:=== *'''Unstoppable''' *'''Tough''' *'''Flight''' *{{Flying High}} *{{Mark Target}} *{{Steady}} *{{Propelled|10}} ===Weapons=== {{Ranged Weapon|Gravity Bomb|6|8|1|2|13/7|* '''Pistol''' * {{Brutal Damage}} * {{Sky-Dropped}} }} == Role and strengths == * The Dirge is taken mainly for Mark Target. For 2 points, the same as a Spotters command card that works once, you can have Mark Target giving +2 to hit every turn (until the Dirge dies). * It's also useful as just an extremely mobile warrior model, for scenario purposes. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * Is not technically a battle engine, no matter how much it looks like one, so it cannot be Repaired. * Can't boost == Synergy == * Works well with its bigger sibling the [[Pyg Battle Brig]]. The Battle Brig grants the Dirge Elusive, while the Dirge can give the Brig a much-appreciated +2 to hit. == Tricks == {{Brineblood Marauders Footer}} 2ef87e199cab7592089ea5f23bf4a41839639945 1183 1182 2024-08-05T05:46:32Z 2601:647:5E81:4790:FA7E:2EC6:329D:84DD 0 wikitext text/x-wiki = Pyg Dirge = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Pyg_dirge.webp|thumb|right|alt=Pyg Dirge|Pyg Dirge]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Dirge''' || * || - || 6 || 13 || 15 || 5 |} Solo for 2 points. FA 4. 50mm base. ===Abilities:=== *'''Unstoppable''' *'''Tough''' *'''Flight''' *{{Flying High}} *{{Mark Target}} *{{Steady}} *{{Propelled|10}} ===Weapons=== {{Ranged Weapon|Gravity Bomb|6|4|1|2|12/6|* '''Pistol''' * {{Brutal Damage}} * {{Sky-Dropped}} }} == Role and strengths == * The Dirge is taken mainly for Mark Target. For 2 points, the same as a Spotters command card that works once, you can have Mark Target giving +2 to hit every turn (until the Dirge dies). * It's also useful as just a cheap and extremely mobile warrior model, for scenario purposes. == Downsides == * Has no melee weapon at all, so cannot declare charges nor engage enemies. * The bomb is extremely short range. * Is not technically a battle engine, no matter how much it looks like one, so it cannot be Repaired. == Synergy == * Works well with its bigger sibling the [[Pyg Battle Brig]]. The Battle Brig grants the Dirge Elusive, while the Dirge can give the Brig a much-appreciated +2 to hit. * It is one of the best Arc Nodes available for [[Captain Shadowtongue]] since it can get nearly anywhere, the opponent has few ways to stop it, and it is so cheap that you don't care much if it dies. * Good in a [[Captain Firequill]] list since he and his beasts will want to be doing a lot of shooting. == Tricks == * One of the best models for picking up Caches. Propelled means that it can move up to 10" and still do a Star Action to claim the Cache. If it doesn't need a full 10" to get there, it can even retreat to safety afterwards. {{Brineblood Marauders Footer}} da7750c23a4375bde19842d429e70590155153a6 Template:Flying High 10 366 1173 2024-08-05T05:08:52Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 Created page with "'''Flying High''' - Ranged attacks targeting this model suffer -3 RNG. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight." wikitext text/x-wiki '''Flying High''' - Ranged attacks targeting this model suffer -3 RNG. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight. 9fde661ffc2f61e67c31682a2a9d47a983299301 Template:Mark Target 10 367 1174 2024-08-05T05:09:16Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 Created page with "'''Mark Target''' - Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS." wikitext text/x-wiki '''Mark Target''' - Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS. f1886e290fae9f32be974922fe2c4c6ccf5e226d Template:Steady 10 368 1175 2024-08-05T05:09:30Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 Created page with "'''Steady''' - This model cannot become knocked down." wikitext text/x-wiki '''Steady''' - This model cannot become knocked down. 165a973cc99cb9d3ac5fbcfab8802a6a862c8ef5 Template:Brutal Damage 10 369 1176 2024-08-05T05:09:52Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 Created page with "'''Brutal Damage''' - On a direct hit, gain an additional die on this weapon's damage rolls against the target directly hit." wikitext text/x-wiki '''Brutal Damage''' - On a direct hit, gain an additional die on this weapon's damage rolls against the target directly hit. f258e113ad48777e76e01dbefb0685dfec438367 Template:Sky-Dropped 10 370 1177 2024-08-05T05:11:20Z 2601:647:5E81:4790:557C:9C55:5E05:6A36 0 Created page with "'''Sky-Dropped''' - Attacks with this weapon ignore cover. Models with Flight do not suffer blast damage from this attack." wikitext text/x-wiki '''Sky-Dropped''' - Attacks with this weapon ignore cover. Models with Flight do not suffer blast damage from this attack. 3569403d7c38a994933834aad146fd116cc08eb4 Template:Reposition 10 193 1179 1150 2024-08-05T05:14:48Z 98.33.90.65 0 wikitext text/x-wiki '''Reposition [{{{1}}}"]''' - At the end of a model/unit with Reposition [{{{1}}}"]'s activation in which it did not run or fail a charge, it can advance up to {{{1}}}", then its activation ends. de6dd503538de6e0fcb331402d89b027518fe277 Marauder Crew 0 171 1180 630 2024-08-05T05:15:33Z 98.33.90.65 0 /* Abilities: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Units]]'''</span> Marauder Crew == Statistics: == Field Allowance: 4 Point Cost: 6 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Marauder Crew''' || <!--Spd--> 6 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 13 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' : This model gains +2 to hit and +2 on damage rolls with melee attacks against targets that are also engaged by another member of its unit.<br> ===Weapons=== {{Ranged Weapon|<!--Name-->Heavy Pistol|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Hand Weapon|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Command Attachment: Tapper == Point Cost: 1 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:15em;" | SPD !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tapper''' || <!--Spd--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 5 |} ===Abilities:=== '''Tough''' <br> '''Granted: Inspiration''' - While this model is in play, models in this unit gain +1 to attack rolls. <br> '''Granted: Stumbling Drunk''' While this model is in play, models in its unit gain Stumbling Drunk. (A model with Stumbling Drunk cannot be knocked down. If it is hit by an enemy attack at any time except when it is advancing, after the attack is resolved a model with Stumbling Drunk is pushed d3" directly away from the attacking model.<br> '''Last Call''' : This model can use Last Call once per game at any time during its unit's activation. This activation, models in its unit gain {{Reposition|3}}<br> ===Weapons=== None. == Command Attachment: Quartermaster == Field Allowance: 4 Point Cost: 4 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Quartermaster''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Dual Attack''' <br> '''Gang''' <br> '''Extended Fire''' This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in its unit gain Snipe. (An attack with a weapon with Snipe gains +3 RNG) <br> '''Powder Stores''' This model can use Powder Stores once per game at any time during its unit's activation. This activation, models in its unit gain +2 to their ranged attack and ranged attack damage rolls. ===Weapons=== {{Ranged Weapon|<!--Name-->Double-Barreled Deck Sweeper|<!--RAT-->6|<!--Rng-->Sp8|<!--ROF-->2|<!--AOE-->-|<!--POW-->12| *'''Pistol'''<br> *'''Both Barrels (*Attack)''': This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attakck.}} {{Ranged Weapon|<!--Name-->Grenade|<!--RAT-->6|<!--Rng-->6|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| *'''Cumbersome''': This model cannot attack with this weapon and with another weapon on the same activation.<br>}} {{Melee Weapon|<!--Name-->Hook|<!--RAT-->6|<!--Rng-->1|<!--POW-->12|}} == Command Attachment: Bosun == Field Allowance: 4 Point Cost: 3 <br> {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Bosun''' || <!--Spd--> 6 || <!--MAT--> 7 || <!--Def--> 12 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Tough''' <br> '''Cleave''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. <br> '''Gang''' <br> '''Granted: Vengeance''' While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.) '''No Quarter''' This model can use No Quarter once per game at any time during its unit's activation. This activation, models in its unit gain Pathfinder. A model in this unit that charges as part of its Normal Movement gains +2 SPD. No Quarter lasts for one round. ===Weapons=== {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--Rng-->1|<!--POW-->13|*'''Critical Knockdown''': On a critical hit, models hit become knocked down. }} == Role and Strengths: == The backbone of your force. At FA 4 and costing only 6 points, they are very spammable. They hit surprisingly hard. Pow 11 swords seems bad, but when you add Gang, Stir the Blood (from the Booty Boss), and Fury's Strength (from the spell rack) you get MAT 8 POW 17, which is good enough that you can charge heavies with them. This works with any warlock and any Command Attachment. In addition to those 5 charge attacks at up to POW 17, they still get their pistol shots as well, for a total of 10 attacks from 5 models. Beyond that, their role depends on which of the three Command Attachments you choose. (There is not much point to a Marauder unit without an attachment.) The Tapper helps keep his unit alive. They're good for contesting objectives, and being a meat shield for the rest of your army. The Bosun speeds up her unit. They can close the gap and get into melee quickly. The Quartermaster buffs his unit's firepower, making them a serious ranged threat. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Don't expect 5 HP or Tough to save them from many attacks when their defense and armor are so low. They die very quickly. They're glass cannons. * It can be rather cumbersome to score a 40mm objective with a full unit of Marauders, because their six 40mm bases take up so much surface area on the board, and you have to fit them all within 3" of the objective somehow. * Their effectiveness tends to go way down once their UA has been taken off the board. == Synergy == * Booty Boss: has 3 excellent battle plans. Close to auto-include with Marauders. ** "Stir the Blood" gives +2 melee damage. You'll always want to use this the turn Marauders charge in.<br> ** "Stand your Ground" makes them DEF 14 against charges.<br> ** "Sneak" gives stealth when concealed - this is generally more useful with the Amphibious units since Marauders don't like to be in terrain.<br> * Hargor Stormjaw: gives nearby Marauders +1 to hit.<br> * Surgeon: can heal and revive marauders.<br> * Dirge: can give +2 RAT.<br> * Battle Brig: by Skyhooking the front model, it can extend the whole unit’s threat range by +2”.<br> Support spells:<br> * Fury’s Strength: a spell any warlock can take that’s another +2 melee damage on top of the battle plan.<br> * Fortune: another spell any warlock can take, to let the unit re-roll all misses == Tricks == When your Marauders charge into combat, try to place them such that as many enemies as possible are engaged by 2 marauders. The Gang bonus makes a big difference. The Tapper and Quartermaster both have a lower speed than the rest of the unit. This is weird, but as long as you just don't choose it to be the model leading the move, it doesn't matter most of the time. Tapper: Stumbling Drunk means no-knockdown, which means you can keep toughing (and possibly walk away from follow-up attacks). It makes your crew likely to last somewhat longer. Try to keep the Tapper alive as long as possible. Since it has no weapons, there's no reason it needs to be in the fight - you can place it as far back as possible when moving the unit. Look for a chance to place it behind terrain and out of sight. Once-per-game Repo 3" has many uses. Move up, shoot, then Repo to duck behind an obstruction or just get farther away. Or, use Repo to get within 3" of an objective, after using your activation to fight something. Or, just use Repo to spread the unit out so that they're less vulnerable to AOEs, sprays, Berserk/Overtake enemies, etc. Bosun: She can extend melee threat range by up to 5" if you combine Vengeance move with minifeat. Granting Pathfinder on the charge is also very important on many boards. Practice positioning your Vengeance unit such that you offer one up as a tempting target, without throwing the whole unit away. And keep the Bosun alive - they lose Vengeance if she dies. Quartermaster: His Deck Sweeper gun is incredibly strong. He self-buffs it with his minifeats up to a POW 18, RAT 8, 11" spray. Or two POW 14s. You can use both minifeats on the same turn, or on different turns. I recommend not saving the minifeats for too long. The unit is fairly fragile, and they might not be around next turn. And a good opponent will be trying to take out the Quartermaster ASAP. So, use it or lose it! Remember that the Quartermaster's unit isn't just a "shooting unit". It can still charge into melee and hit just as hard as the Bosun's unit. The unit can even benefit from the Powder Stores minifeat while they're in melee, getting RAT 7 POW 14 pistol shots at their engagers. When charging with the unit, make sure to plan exactly where you’re going to place the Quartermaster for maximum spray coverage. {{Brineblood Marauders Footer}} 23b1688d91f1e89b693d2d650583d65f88a2c0b4 Captain Firequill 0 84 1181 350 2024-08-05T05:17:16Z 98.33.90.65 0 /* Weapons */ wikitext text/x-wiki == Captain Firequill == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Firequill ''' || 5 || 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * Tough * Gunfighter * Field Marshall [ Black Penny ]: The ranged weapons of Cohort models in this model's battlegroup gain Black Penny. (Attacks made with weapons with Black Penny ignore the target in melee DEF bonus.) * Reciprocate - When it is missed by an enemy ranged attack, immediately after the attack is resolved, this model can make one basic ranged attack targeting the attacking model. ===Weapons=== * {{Ranged Weapon|Magelock Scattergun|7|Sp8|1|-|12|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Flare''': On a direct hit, models hit by this attack lose Stealth and suffer -2 DEF for one turn. ** {{Incendiary}} }} * {{Ranged Weapon|Magelock Pistol|7|10|1|-|10|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Blood Boon''': Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points. ** {{Brutal Damage}} ** {{Momentum}} * '''Black Penny''': This attack ignores the target in melee DEF bonus. * '''Reload [1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} * {{Ranged Weapon|Holdout Pistol|7|10|1|-|10|* '''Pistol''' }} == Feat: Heavy Rain == While in Captain Firequill's control range, models in his battlegroup gain +2 to their ranged attack and ranged attack damage rolls. Additionally, while in his control range, each time a warbesat in his battlegroup makes a ranged attack, the ranged weapon can gain either Flare or Incendiary. Heavy Rain lasts for one turn. === Spells === {{Energizer}} {{Bullet Dodger}} '''Choose 2 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === Look at Open Fire, Black Spot, Fortify, or Tides of War. * With Open Fire you can activate Firequill, Feat, put Rage onto a beast, and then Open Fire. The Open Fire shots can’t be boosted since they’re out-of-activation, but they will each get +2 to hit and +4 damage. The beast will still have those benefits when it activates later in the turn. Each beast can only be Open Fire’d once, but you can do it to as many beasts as you can afford. * Black Spot: Can basically double Firequill's number of shots per turn. If he kills four Black Spotted models with his three ranged initials and Reload, he gets four bonus Scattergun or Magelock Pistol shots (which can be against any target, not just the black spotted unit). If you take Black Spot, you really also want Arcane Forces for the rang extension, so you can land the spell on an enemy unit without dying. * Tides of War because Repo on shooting beasts is always good. Combined with Energizer it can make for enormous mobility. You'll have trouble sparing fury to cast it though, unless you get it free from Blood Boon. * Fortify not only protects the beast that it's cast on; it also protects Firequill from being knocked down, if he stands B2B with the fortified beast. This is important because Firequill relies on his DEF to stay alive, so an opponent may try to assassinate him by first knocking him down to negate his DEF. Fortify prevents this. == Roles and Strengths: == * Game plan: a devastating ranged alpha strike. * Firequill himself has a ton of personal output, with up to 4 shots and a whole arsenal of different shot types. His activations are very dynamic. == Downsides: == * Weak against anti-shooting tech. If you drop Firequill into a faction that has Windstorm on the rack, you'll have a bad time. * Firequill is very strapped for fury turn-to-turn. After upkeeping, casting Energizer and throwing out a Rage, you're already out of fury, and you haven't even boosted gunshots yet. * Doesn't do anything to help his infantry, only his beasts. == Tricks: == * Energizer is a great spell for your battlegroup, and you'll want to cast it almost every turn. ** Its most basic use is a simple 2" extension to both your gun threat range and charge threat range. ** This extension is nonlinear, meaning you can use a 2" sideways move to set up a charge (moving out from behind a forest or obstruction, for example, into a clear charge lane). ** If a beast needs only need a little movement to get into range, you can Energizer it into range, then it activates and forfeits movement to Aim for +2 to hit. ** After shooting, Firequill himself can use the Energizer move to get farther away from the enemy (ducking behind the corner of a building if you can!) for safety. ** Although usually you activate Firequill first and Energizer to better position your beasts, you can also activate Firequill last, after your beasts have already shot, and use Energizer like a Repo to get your shooting beasts to safer positions. * Making use of your shot types: ** Blood Boon on the Magelock gun: look for models he can easily kill to trigger this. You want to trigger it every turn if you can possibly do so without overextending. It helps make up for his limited fury pool. Use it for your Energizer. ** Momentum on the Magelock gun: knock down a heavy to make it easier for your beasts to kill, or slam a warjack into an enemy caster! ** Brutal damage on the Magelock gun: makes a great follow-up shot if you have fury to Reload and boost damage. ** Flare on the spray gun: tag a stealth or high-def model so your beasts can follow up and finish it off. Can tag something 11” away if you Snipe. ** Incendiary on the spray gun: who doesn’t love hitting a clump of infantry with a flamethrower * Careful: Firequill’s gonna die if he ends his activation 10” from enemies with no fury because you got carried away with shooting. ** Cast the Far Strike animus for +3 rng on all of his shots, so he can stay 13” away from your targets. ** Use the Hit&Run card to get to a safer position after shooting (duck behind a wall or building if you can) * Field Marshall: Black Penny means you can do some funny stuff, like charge an enemy model and THEN shoot it to death. ** If the opponent has engaged your marauder crew, you can clear the engaging models away with your beast guns, freeing up the marauder crew to charge. * A Squid Blaster spray from a Raged Deepborn on Feat turn is a Pow 18 (!!), 10" spray, that causes fire, corrosion, and crit blind. Open Fire and Black Spot can help you get more uses of this spray. == List Design == === Recommended choices === * A lot of Ship’s Gun Reef Trolls with Far Strike animus (Firequill can use the animus himself to extend his guns - including the spray!) ** The Gunner head is quite good for the +1 RAT and the Swift Hunter. Swift Hunter is great for getting your beasts to a safer position, getting out of each others’ way, and moving into objective-contesting range. * A Rage heavy - handing out Rage to other beasts for +2 damage on their guns, stacking with the feat for +4 damage on Feat turn. Give the heavy a Squid Blaster for more sprays * Dirges for Mark Target to hit more shots * Pyg cannons score your backline objectives while contributing shots, or knocking things down for other stuff to pour shots into. * Boarding party to ambush from the sides of the board and contest enemy objectives so you don't lose on scenario while you're running your battlegroup around shooting things. * Galley Crew since you're running a lot of beasts with a 6-fury caster and you wanna boost all their shots * Firequill doesn't do anything directly to support Marauders, so out of all the warlocks, his list probably wants the fewest units. Quartermaster marauders can build on your shooting gameplan and benefit from the Dirges. * The Sentry Duty card helps shore up a shooting list's weakness to clouds and stealth. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 39811d917c9d8c17b210898ce7bf669440861152 1188 1181 2024-08-05T06:13:22Z 98.33.90.65 0 /* Weapons */ wikitext text/x-wiki == Captain Firequill == == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Firequill ''' || 5 || 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * Tough * Gunfighter * Field Marshall [ Black Penny ]: The ranged weapons of Cohort models in this model's battlegroup gain Black Penny. (Attacks made with weapons with Black Penny ignore the target in melee DEF bonus.) * Reciprocate - When it is missed by an enemy ranged attack, immediately after the attack is resolved, this model can make one basic ranged attack targeting the attacking model. ===Weapons=== * {{Ranged Weapon|Magelock Scattergun|7|Sp8|1|-|12|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** {{Flare}} ** {{Incendiary}} }} * {{Ranged Weapon|Magelock Pistol|7|10|1|-|10|* '''Magical''' * '''Pistol''' * '''Attack Type''' ** '''Blood Boon''': Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points. ** {{Brutal Damage}} ** {{Momentum}} * '''Black Penny''': This attack ignores the target in melee DEF bonus. * '''Reload [1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} * {{Ranged Weapon|Holdout Pistol|7|10|1|-|10|* '''Pistol''' }} == Feat: Heavy Rain == While in Captain Firequill's control range, models in his battlegroup gain +2 to their ranged attack and ranged attack damage rolls. Additionally, while in his control range, each time a warbesat in his battlegroup makes a ranged attack, the ranged weapon can gain either Flare or Incendiary. Heavy Rain lasts for one turn. === Spells === {{Energizer}} {{Bullet Dodger}} '''Choose 2 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === Look at Open Fire, Black Spot, Fortify, or Tides of War. * With Open Fire you can activate Firequill, Feat, put Rage onto a beast, and then Open Fire. The Open Fire shots can’t be boosted since they’re out-of-activation, but they will each get +2 to hit and +4 damage. The beast will still have those benefits when it activates later in the turn. Each beast can only be Open Fire’d once, but you can do it to as many beasts as you can afford. * Black Spot: Can basically double Firequill's number of shots per turn. If he kills four Black Spotted models with his three ranged initials and Reload, he gets four bonus Scattergun or Magelock Pistol shots (which can be against any target, not just the black spotted unit). If you take Black Spot, you really also want Arcane Forces for the rang extension, so you can land the spell on an enemy unit without dying. * Tides of War because Repo on shooting beasts is always good. Combined with Energizer it can make for enormous mobility. You'll have trouble sparing fury to cast it though, unless you get it free from Blood Boon. * Fortify not only protects the beast that it's cast on; it also protects Firequill from being knocked down, if he stands B2B with the fortified beast. This is important because Firequill relies on his DEF to stay alive, so an opponent may try to assassinate him by first knocking him down to negate his DEF. Fortify prevents this. == Roles and Strengths: == * Game plan: a devastating ranged alpha strike. * Firequill himself has a ton of personal output, with up to 4 shots and a whole arsenal of different shot types. His activations are very dynamic. == Downsides: == * Weak against anti-shooting tech. If you drop Firequill into a faction that has Windstorm on the rack, you'll have a bad time. * Firequill is very strapped for fury turn-to-turn. After upkeeping, casting Energizer and throwing out a Rage, you're already out of fury, and you haven't even boosted gunshots yet. * Doesn't do anything to help his infantry, only his beasts. == Tricks: == * Energizer is a great spell for your battlegroup, and you'll want to cast it almost every turn. ** Its most basic use is a simple 2" extension to both your gun threat range and charge threat range. ** This extension is nonlinear, meaning you can use a 2" sideways move to set up a charge (moving out from behind a forest or obstruction, for example, into a clear charge lane). ** If a beast needs only need a little movement to get into range, you can Energizer it into range, then it activates and forfeits movement to Aim for +2 to hit. ** After shooting, Firequill himself can use the Energizer move to get farther away from the enemy (ducking behind the corner of a building if you can!) for safety. ** Although usually you activate Firequill first and Energizer to better position your beasts, you can also activate Firequill last, after your beasts have already shot, and use Energizer like a Repo to get your shooting beasts to safer positions. * Making use of your shot types: ** Blood Boon on the Magelock gun: look for models he can easily kill to trigger this. You want to trigger it every turn if you can possibly do so without overextending. It helps make up for his limited fury pool. Use it for your Energizer. ** Momentum on the Magelock gun: knock down a heavy to make it easier for your beasts to kill, or slam a warjack into an enemy caster! ** Brutal damage on the Magelock gun: makes a great follow-up shot if you have fury to Reload and boost damage. ** Flare on the spray gun: tag a stealth or high-def model so your beasts can follow up and finish it off. Can tag something 11” away if you Snipe. ** Incendiary on the spray gun: who doesn’t love hitting a clump of infantry with a flamethrower * Careful: Firequill’s gonna die if he ends his activation 10” from enemies with no fury because you got carried away with shooting. ** Cast the Far Strike animus for +3 rng on all of his shots, so he can stay 13” away from your targets. ** Use the Hit&Run card to get to a safer position after shooting (duck behind a wall or building if you can) * Field Marshall: Black Penny means you can do some funny stuff, like charge an enemy model and THEN shoot it to death. ** If the opponent has engaged your marauder crew, you can clear the engaging models away with your beast guns, freeing up the marauder crew to charge. * A Squid Blaster spray from a Raged Deepborn on Feat turn is a Pow 18 (!!), 10" spray, that causes fire, corrosion, and crit blind. Open Fire and Black Spot can help you get more uses of this spray. == List Design == === Recommended choices === * A lot of Ship’s Gun Reef Trolls with Far Strike animus (Firequill can use the animus himself to extend his guns - including the spray!) ** The Gunner head is quite good for the +1 RAT and the Swift Hunter. Swift Hunter is great for getting your beasts to a safer position, getting out of each others’ way, and moving into objective-contesting range. * A Rage heavy - handing out Rage to other beasts for +2 damage on their guns, stacking with the feat for +4 damage on Feat turn. Give the heavy a Squid Blaster for more sprays * Dirges for Mark Target to hit more shots * Pyg cannons score your backline objectives while contributing shots, or knocking things down for other stuff to pour shots into. * Boarding party to ambush from the sides of the board and contest enemy objectives so you don't lose on scenario while you're running your battlegroup around shooting things. * Galley Crew since you're running a lot of beasts with a 6-fury caster and you wanna boost all their shots * Firequill doesn't do anything directly to support Marauders, so out of all the warlocks, his list probably wants the fewest units. Quartermaster marauders can build on your shooting gameplan and benefit from the Dirges. * The Sentry Duty card helps shore up a shooting list's weakness to clouds and stealth. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 2cd3cd6547ac5791f778b34b658d387042425942 First Mate Hargor Stormjaw 0 371 1185 2024-08-05T06:09:37Z 98.33.90.65 0 Created page with "= First Mate Hargor Stormjaw = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Solo]]'''</span> [[File:Hargor_stormjaw.webp|thumb|right|alt=First Mate Hargor Stormjaw|First Mate Hargor Stormjaw]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! s..." wikitext text/x-wiki = First Mate Hargor Stormjaw = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Solo]]'''</span> [[File:Hargor_stormjaw.webp|thumb|right|alt=First Mate Hargor Stormjaw|First Mate Hargor Stormjaw]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Battle Brig''' || 6 || 8 || 6 || 12 || 18 || 8 |} Solo for 4 points. FA C. 40mm base. ===Abilities:=== *'''Tough''' *'''Dual Attack''' *'''Veteran Leader [Marauder crew]''' - While within 10" of this model, friendly [[Marauder Crew]] units gain +1 to hit rolls. ===Weapons=== {{Melee Weapon|Flaming Sword x2|8|1|11|* '''Weapon Master''' * '''Fire-Type Damage''' * '''Continuous Fire'''}} {{Ranged Weapon|Fireball x2|6|6|1|2|12/6| * '''Fire-Type Damage''' * '''Continuous Fire''' }} == Role and strengths == * Powerful combat solo who also buffs your [[Marauder Crew]]. == Downsides == * == Synergy == * [[Marauder Crew]] obviously. * Good target for [[Admiral Boomhowler]]'s Storm Rager spell. == Tricks == {{Brineblood Marauders Footer}} b1f2e12373b00a00e55d08096c058b198d301ef6 1186 1185 2024-08-05T06:12:07Z 98.33.90.65 0 wikitext text/x-wiki = First Mate Hargor Stormjaw = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Solo]]'''</span> [[File:Hargor_stormjaw.webp|thumb|right|alt=First Mate Hargor Stormjaw|First Mate Hargor Stormjaw]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Stormjaw 1''' || 6 || 8 || 6 || 14 || 16 || 8 |} Solo for 4 points. FA C. 40mm base. ===Abilities:=== *'''Unstoppable''' *'''Tough''' *'''Dual Attack''' *{{Relentless Charge}} *{{Riposte}} *{{Sprint}} *'''Veteran Leader [Marauder crew]''' - While within 10" of this model, other friendly [[Marauder Crew]] models gain +1 to attack rolls. ===Weapons=== {{Melee Weapon|Flaming Sword x2|8|1|13|* '''Weapon Master''' * '''Continuous Fire''' {{Flare}} }} {{Ranged Weapon|Fireball x2|6|6|1|2|12/6| * '''Pistol''' * '''Fire-Type Damage''' * '''Critical Continuous Fire''' {{Flare}} }} == Role and strengths == * Powerful combat solo who also buffs your [[Marauder Crew]]. == Downsides == * == Synergy == * [[Marauder Crew]] obviously. * Good target for [[Admiral Boomhowler]]'s Storm Rager spell. == Tricks == {{Brineblood Marauders Footer}} faec935e7c4e13b553b33ae2bf2b7a918d66dc5c 1192 1186 2024-08-05T06:21:37Z 98.33.90.65 0 wikitext text/x-wiki = First Mate Hargor Stormjaw = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Solo]]'''</span> [[File:Hargor_stormjaw.webp|thumb|right|alt=First Mate Hargor Stormjaw|First Mate Hargor Stormjaw]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Stormjaw 1''' || 6 || 8 || 6 || 14 || 16 || 8 |} Solo for 4 points. FA C. 40mm base. ===Abilities:=== *'''Unstoppable''' *'''Tough''' *'''Dual Attack''' *{{Relentless Charge}} *{{Riposte}} *{{Sprint}} *'''Veteran Leader [Marauder crew]''' - While within 10" of this model, other friendly [[Marauder Crew]] models gain +1 to attack rolls. ===Weapons=== {{Melee Weapon|Flaming Sword x2|8|1|13|* '''Weapon Master''' * '''Continuous Fire''' {{Flare}} }} {{Ranged Weapon|Fireball x2|6|6|1|2|12/6| * '''Pistol''' * '''Fire-Type Damage''' * '''Critical Continuous Fire''' {{Flare}} }} == Role and strengths == * Powerful combat solo who also buffs your [[Marauder Crew]]. * With 8 MAT, doesnt' miss much. * Gets four attacks; one of them will likely be a 4-dice Weaponmaster charge, all of them can light things on fire, and two of them have AOEs. * What he doesn't kill will be easier for the rest of your army to hit, thanks to Flare. == Downsides == * An opponent who knows what Stormjaw can do will treat him as Public Enemy Number One and target him for removal ASAP. * Very short range on guns. * On the expensive side for a solo. == Synergy == * [[Marauder Crew]] obviously. * Good target for [[Admiral Boomhowler]]'s Storm Rager spell, which makes him MAT 10 (!) and POW 15 weapon master (!) * Fire damage rolls are strengthened by [[Warchief Bagadibawm]]'s Fuel for the Flames. == Tricks == * Remember that even with Unstoppable, Stormjaw still cannot declare a charge if already engaged. {{Brineblood Marauders Footer}} 594e8007a1c1259157988c69d4a4df85b5538920 Template:Sprint 10 311 1187 1009 2024-08-05T06:12:54Z 98.33.90.65 0 wikitext text/x-wiki '''Sprint''' - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends. 39278a0fe633e8f46f489dbe49914e97a7d87947 Template:Flare 10 372 1189 2024-08-05T06:13:32Z 98.33.90.65 0 Created page with "'''Flare''': On a direct hit, models hit by this attack lose Stealth and suffer -2 DEF for one turn." wikitext text/x-wiki '''Flare''': On a direct hit, models hit by this attack lose Stealth and suffer -2 DEF for one turn. 6b69c359b474c2fd8c209cef96c4998f42bd87e8 Template:Relentless Charge 10 373 1190 2024-08-05T06:14:14Z 98.33.90.65 0 Created page with "'''Relentless Charge''' - While advancing as part of a charge, this model gains Pathfinder." wikitext text/x-wiki '''Relentless Charge''' - While advancing as part of a charge, this model gains Pathfinder. 32638cec7d0ee5f43182d1305f54b50997059536 Template:Riposte 10 374 1191 2024-08-05T06:14:46Z 98.33.90.65 0 Created page with "'''Riposte''' - When it is missed by an enemy melee attack, immediately after the attack is resolved this model can make one basic melee attack against the attacking model." wikitext text/x-wiki '''Riposte''' - When it is missed by an enemy melee attack, immediately after the attack is resolved this model can make one basic melee attack against the attacking model. 8302d7a4b0b1b6f0b779c0cbb719df3dbe13ee97 Pyg Shockers 0 375 1193 2024-08-05T06:28:03Z 98.33.90.65 0 Created page with "= Pyg Shockers = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_shockers.webp|thumb|right|alt=Pyg Shockers|Pyg Shockers]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |-..." wikitext text/x-wiki = Pyg Shockers = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_shockers.webp|thumb|right|alt=Pyg Shockers|Pyg Shockers]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Shockers''' || 6 || 5 || 5 || 13 || 13 || 1 |} 5 grunts for 6 points. FA 2. 30mm base. ===Abilities:=== *'''Amphibious''' *'''Tough''' *'''Combined Ranged Attack''' *'''Resistance: Electricity''' ===Weapons=== {{Ranged Weapon|Electro Harpoon|5|8|1|-|12| * {{Electro Leap}} }} == Role and strengths == == Downsides == == Synergy == == Tricks == {{Brineblood Marauders Footer}} da798b05b4768bb809d25d90d6d374c83868602a 1194 1193 2024-08-05T06:30:01Z 98.33.90.65 0 wikitext text/x-wiki = Pyg Shockers = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Unit]]'''</span> [[File:Pyg_shockers.webp|thumb|right|alt=Pyg Shockers|Pyg Shockers]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Shockers''' || 6 || - || 5 || 13 || 12 || 1 |} 5 grunts for 6 points. FA 2. 30mm base. ===Abilities:=== *'''Amphibious''' *'''Tough''' *'''Combined Ranged Attack''' ===Weapons=== {{Ranged Weapon|Electro Harpoon|5|10|1|-|10| * '''Pistol''' *'''Critical Disruption''' * {{Electro Leap}} }} == Role and strengths == * Light infantry unit that is specialized at taking out other light infantry units. == Downsides == == Synergy == == Tricks == {{Brineblood Marauders Footer}} 90b8c864d29d83efee0a335b915704ac10421391 Surgeon 0 376 1195 2024-08-05T06:37:04Z 2601:647:5E81:4790:59C9:91C0:F72A:F579 0 Created page with "= Surgeon = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Surgeon.webp|thumb|right|alt=Surgeon|Surgeon]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Surgeon''' || *..." wikitext text/x-wiki = Surgeon = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] [[Solo]]'''</span> [[File:Surgeon.webp|thumb|right|alt=Surgeon|Surgeon]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Surgeon''' || * || 6 || - || 12 || 14 || 8 |} Solo for 3 points. FA 2. 40mm base. ===Abilities:=== *'''Tough''' *{{Anatomical Precision}} *'''Grim Returns (* Action)''' - RNG 5. Target friendly trooper model. If the model is in range, return one destroyed Grunt to its unit. The grunt returns with one unmarked damage box. Place the returned Grunt within 2" of the target trooper model. Returned Grunt must forfeit its Normal Movement and Combat Actions the turn it is returned to play. *'''Heal [d3+1] (* Action)''' - RNG 1. Target friendly living Faction model. If the model is in range, remove d3+1 damage points from it. ===Weapons=== {{Melee Weapon|Tools of the Trade|6|1|12| * {{Grievous Wounds}} * '''Inflict Pain''' - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast. }} == Role and strengths == * Support model that is mainly taken to return [[Marauder Crew]] to play, and secondarily to heal damage. == Downsides == * Models can't be returned if they were Removed From Play or if the last model in a unit was killed. * Returned models are quite likely to die again before getting a chance to do anything. * Unlikely to be able to use the special rules on its melee weapon. == Synergy == * Commplements [[Captain Shadowtongue]]'s Revive spell to bring back multiple Marauder Crew per turn, forcing your opponent to waste many attacks. == Tricks == {{Brineblood Marauders Footer}} d992931e39f2b46aa1a7462cd6d4f5e4f2d0c5ec Template:Anatomical Precision 10 377 1196 2024-08-05T06:38:12Z Nindokag 27 Created page with "'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll." wikitext text/x-wiki '''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. c5dc12480aa29adeea2e34393770cea2f37844a3 Great Old One 0 378 1197 2024-08-05T06:43:44Z Nindokag 27 Created page with "= Great Old One = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Warbeast]]'''</span> [[File:Great_old_one.webp|thumb|right|alt=Great Old One|Great Old One]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="wid..." wikitext text/x-wiki = Great Old One = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Warbeast]]'''</span> [[File:Great_old_one.webp|thumb|right|alt=Great Old One|Great Old One]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | THR !! style="width:3em;" | THR !! style="width:3em;" | HP |- | '''Great Old One 1''' || 5 || 8 || 6 || 11 || 20 || 4 || 7 || 30 |} Heavy Warbeast for 18 points. FA C. 50mm base. ===Abilities:=== *'''Slam, Trample''' *'''Gladiator''' *'''Dual Attack''' *'''Amphibious''' *{{Carapace}} *{{Immovable Object}} *{{Regeneration|d3}} *{{Snacking}} ===Weapons=== {{Ranged Weapon|Ink Jet|6|Sp 8|1|-|14| * '''Pistol''' * '''Damage Type: Corrosion''' * '''Continuous Corrosion''' * '''Critical Blind''' }} {{Melee Weapon|Great Claw|8|1|19| * '''Open Fist''' * {{Critical Amputation}} }} {{Melee Weapon|Ripping Claw|8|1|16| * '''Open Fist''' }} == Role and strengths == == Downsides == == Synergy == == Tricks == {{Brineblood Marauders Footer}} eaf722529af95e31c7d52e26e198e6088496e48b Reef Troll 0 307 1198 1111 2024-08-05T06:44:40Z Nindokag 27 /* Left Arm */ wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> ''Flavor text goes here'' FA 4. [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. (A model with Snipe gains +3" range on its ranged weapons.) |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*{{Critical Amputation}} }} <big>Ship's Wheel PC3</big> * '''Shield''' (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. * It can be a good boostable gun platform. * It can be a reasonably cheap source of Shield Guard for your warlock. * It can provide an animus (Snipe or Sprint) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * The Ship's Gun is good, but only gets one shot. * If you load up on extras, you can easily build a Reef Troll that's way too expensive for a light. * The arm/head options imply a suggested melee build (Unyielding head, Sprint animus, cutlass, ship's wheel) but it's not very good - you'd much rather be using your fury budget for the turn on boosting a heavy's attacks, instead. * The Harpoon can only drag small-based and medium-based models. You also have to hit and damage to trigger Skewer. So if you're trying to Skewer something, you probably spend 1 fury on Far Strike, 1 on boosting the hit, and 1 on boosting the damage, maxing out the Reef Troll's fury before you make any melee attacks. == Recommended loadouts == * Cheap Shield Guard: Matey Head + Any Booze + Cutlass + Boarding Axe = 6 points. Choose whichever animus your warlock wants most out of Snipe, Sprint, or Elusive (they're all the same point cost), and keep it within 3" of your warlock or other valuable models. * Premium Gun Platform: Gunner Head + Ale Tankard + Ship's Gun + Ship's Wheel = 10 points. Threatens enemies from up to 20" away (5" walk + 12" gun range + 3" snipe). Has enough fury to boost the hit, the direct damage roll and one of the blast damage rolls. * Budget Gun Platform: Matey Head + Ale Tankard + Ship's Gun + Boarding Axe = 8 points. Compared to the above, it's less survivable and loses 1 RAT and Swift Hunter, but at 8 points it's a lot more spammable. * Harpooner: Matey Head + Ale Tankard + Harpoon + Boarding Axe = 7 points. Play this with Ragemonger: its shield guard can help trigger Tantrum, it gives Ragemonger the snipe animus he wants, and its harpoon drag can set up Ragemonger's harpoon drag. == Synergy == <!-- Which models work well with this? --> * Any warlock who's vulnerable to ranged assassination appreciates a Shield Guard. (That's basically all of them, but especially the fragile [[Captain Shadowtongue]].) * [[Braghen Ragemonger]] wants a Shield Guard for a different reason - by moving a hit onto his battlegroup, he can trigger Tantrum more reliably. * [[Captain Firequill]] and [[Braghen Ragemonger]] especially appreciate having a Snipe animus to cast on themselves. * [[Captain Firequill]] likes to have a lot of beasts with guns to benefit from his feat. The "Budget Gun Platform" build above is the way to go if you want to spam guns. * The spells Open Fire, Avenging Force, and Black Spot can all let a Reef Troll get extra shots with its Ship's Gun. == Tricks: == <!-- dot point list of cool plays and combos--> * The "shoot-and-scoot": Position a Reef Troll with the Gunner head and Ship's Gun behind the corner of a building (or other LOS-blocking terrain). On its activation, move until it just barely has LOS to an enemy, then make the shot; and assuming it kills, use the Swift Hunter move to get back around the corner and safely back out of LOS. This becomes more powerful when combined with Tides of War (which grants Repo 3"), or Energizer, for even more shoot-and-scoot range. * A boostable AOE like the Ship's Gun is an easy way to kill Stealth models - just let the attack miss and boost the blast damage roll. * The Rage animus from a Deepborn gives +2 on both the direct hit damage, and the blast damage, of the Ship's Gun. {{Brineblood Marauders Footer}} eb039b3495948bfc8a8db122612835c929edf407 Deepborn Dire Troll 0 101 1199 976 2024-08-05T06:45:43Z Nindokag 27 /* Left Arm */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * Regeneration [d3] * Snacking <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * {{Drag}} }} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 02b0ba8b7512f7f83933d5bcfa27e266eee1ad5c Template:Critical Amputation 10 379 1200 2024-08-05T06:46:17Z Nindokag 27 Created page with "'''Critical Amputation''' - On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged." wikitext text/x-wiki '''Critical Amputation''' - On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged. f610570d1cbadb2bdf73585c89ae38d91545fe06 Template:Carapace 10 380 1201 2024-08-05T06:46:36Z Nindokag 27 Created page with "'''Carapace''' - This model gains +4 ARM against ranged attack damage rolls." wikitext text/x-wiki '''Carapace''' - This model gains +4 ARM against ranged attack damage rolls. 570d5ae6c170f96dc725ee6da2c195349e71f03f Template:Immovable Object 10 381 1202 2024-08-05T06:47:01Z Nindokag 27 Created page with "'''Immovable Object''' - This model cannot become knocked down, cannot be placed, and cannot be moved by a push, slam, or throw." wikitext text/x-wiki '''Immovable Object''' - This model cannot become knocked down, cannot be placed, and cannot be moved by a push, slam, or throw. 6eb4399b44c7256e128df7e3a1be8019d7a41cd6 Deepborn Dire Troll 0 101 1203 1199 2024-08-05T06:47:40Z Nindokag 27 /* Abilities: */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * {{Regeneration|d3} * {{Snacking}} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * {{Drag}} }} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} b7262099a4fd02d3930a854056ea096ffffc0915 1206 1203 2024-08-05T06:50:45Z Nindokag 27 /* Abilities: */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * {{Regeneration|d3}} * {{Snacking}} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * {{Drag}} }} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. POW 21 with Rage up, free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ARM 21. Ragemonger likes these. With Fortify and Unyielding he makes it ARM 25! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. Retaliatory Strike with the Anchor's Crit Smite means there's a chance a model attacking you just gets smacked away, ruining your opponent's plans. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. Firequill likes these. Fun combo: send this guy into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. It's good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). They gain Concealment while within 5" of the caster (this covers a surprisingly large area). Not only does this make your Depeborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 2c9dd7a6c7269536546528e638c10d74b4d05ab2 Great Old One 0 378 1204 1197 2024-08-05T06:49:25Z Nindokag 27 /* Abilities: */ wikitext text/x-wiki = Great Old One = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Warbeast]]'''</span> [[File:Great_old_one.webp|thumb|right|alt=Great Old One|Great Old One]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | THR !! style="width:3em;" | THR !! style="width:3em;" | HP |- | '''Great Old One 1''' || 5 || 8 || 6 || 11 || 20 || 4 || 7 || 30 |} Heavy Warbeast for 18 points. FA C. 50mm base. ===Abilities:=== *'''Slam, Trample''' *'''Gladiator''' *'''Dual Attack''' *'''Amphibious''' *{{Carapace}} *{{Immovable Object}} *{{Regeneration|d3}} *{{Snacking}} ===Animus:=== {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Crawling Chaos</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While B2B with the spellcaster, enemy models suffer -2 DEF and cannot advance. Crawling Chaos lasts for one round. |} ===Weapons=== {{Ranged Weapon|Ink Jet|6|Sp 8|1|-|14| * '''Pistol''' * '''Damage Type: Corrosion''' * '''Continuous Corrosion''' * '''Critical Blind''' }} {{Melee Weapon|Great Claw|8|1|19| * '''Open Fist''' * {{Critical Amputation}} }} {{Melee Weapon|Ripping Claw|8|1|16| * '''Open Fist''' }} == Role and strengths == == Downsides == == Synergy == == Tricks == {{Brineblood Marauders Footer}} 9fc4fd4b692f26c26121a6318b53dda6a8470369 1207 1204 2024-08-05T06:51:08Z Nindokag 27 /* Weapons */ wikitext text/x-wiki = Great Old One = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Warbeast]]'''</span> [[File:Great_old_one.webp|thumb|right|alt=Great Old One|Great Old One]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | THR !! style="width:3em;" | THR !! style="width:3em;" | HP |- | '''Great Old One 1''' || 5 || 8 || 6 || 11 || 20 || 4 || 7 || 30 |} Heavy Warbeast for 18 points. FA C. 50mm base. ===Abilities:=== *'''Slam, Trample''' *'''Gladiator''' *'''Dual Attack''' *'''Amphibious''' *{{Carapace}} *{{Immovable Object}} *{{Regeneration|d3}} *{{Snacking}} ===Animus:=== {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Crawling Chaos</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While B2B with the spellcaster, enemy models suffer -2 DEF and cannot advance. Crawling Chaos lasts for one round. |} ===Weapons=== {{Ranged Weapon|Ink Jet|6|Sp 8|1|-|14| * '''Pistol''' * '''Damage Type: Corrosion''' * '''Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|Great Claw|8|1|19| * '''Open Fist''' * {{Critical Amputation}} }} {{Melee Weapon|Ripping Claw|8|1|16| * '''Open Fist''' }} == Role and strengths == == Downsides == == Synergy == == Tricks == {{Brineblood Marauders Footer}} 4730d8b72dac565fafe92e34b412523dc75dc8cd 1211 1207 2024-08-05T06:58:22Z Nindokag 27 /* Role and strengths */ wikitext text/x-wiki = Great Old One = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Warbeast]]'''</span> [[File:Great_old_one.webp|thumb|right|alt=Great Old One|Great Old One]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | THR !! style="width:3em;" | THR !! style="width:3em;" | HP |- | '''Great Old One 1''' || 5 || 8 || 6 || 11 || 20 || 4 || 7 || 30 |} Heavy Warbeast for 18 points. FA C. 50mm base. ===Abilities:=== *'''Slam, Trample''' *'''Gladiator''' *'''Dual Attack''' *'''Amphibious''' *{{Carapace}} *{{Immovable Object}} *{{Regeneration|d3}} *{{Snacking}} ===Animus:=== {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Crawling Chaos</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While B2B with the spellcaster, enemy models suffer -2 DEF and cannot advance. Crawling Chaos lasts for one round. |} ===Weapons=== {{Ranged Weapon|Ink Jet|6|Sp 8|1|-|14| * '''Pistol''' * '''Damage Type: Corrosion''' * '''Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|Great Claw|8|1|19| * '''Open Fist''' * {{Critical Amputation}} }} {{Melee Weapon|Ripping Claw|8|1|16| * '''Open Fist''' }} == Role and strengths == * Similar to a Deep Dweller/Spearback/Anchor/Squid Blaster [[Deepborn Dire Troll]], which is the same point cost. It has the same armor, 1 more MAT, 1 less DEF, shorter spray range, no bite attack, with a different animus and different critical effect. * The main reasons to take the Great Old One over a Deepborn are Carapace and Immovable Object. Carapace makes it almost impossible to kill from range. Immovable Object making it immune to Knockdown and push effects is very powerful in certain matchups. There are some powerful casters with feats or spells that knock you down or push you around, and Great Old One doesn't have to worry about them. == Downsides == == Synergy == == Tricks == {{Brineblood Marauders Footer}} 7cfea4aad5b183a73dfd5df2c4f1b6238e30564e 1212 1211 2024-08-05T07:00:27Z Nindokag 27 /* Downsides */ wikitext text/x-wiki = Great Old One = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Warbeast]]'''</span> [[File:Great_old_one.webp|thumb|right|alt=Great Old One|Great Old One]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | THR !! style="width:3em;" | THR !! style="width:3em;" | HP |- | '''Great Old One 1''' || 5 || 8 || 6 || 11 || 20 || 4 || 7 || 30 |} Heavy Warbeast for 18 points. FA C. 50mm base. ===Abilities:=== *'''Slam, Trample''' *'''Gladiator''' *'''Dual Attack''' *'''Amphibious''' *{{Carapace}} *{{Immovable Object}} *{{Regeneration|d3}} *{{Snacking}} ===Animus:=== {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Crawling Chaos</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While B2B with the spellcaster, enemy models suffer -2 DEF and cannot advance. Crawling Chaos lasts for one round. |} ===Weapons=== {{Ranged Weapon|Ink Jet|6|Sp 8|1|-|14| * '''Pistol''' * '''Damage Type: Corrosion''' * '''Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|Great Claw|8|1|19| * '''Open Fist''' * {{Critical Amputation}} }} {{Melee Weapon|Ripping Claw|8|1|16| * '''Open Fist''' }} == Role and strengths == * Similar to a Deep Dweller/Spearback/Anchor/Squid Blaster [[Deepborn Dire Troll]], which is the same point cost. It has the same armor, 1 more MAT, 1 less DEF, shorter spray range, no bite attack, with a different animus and different critical effect. * The main reasons to take the Great Old One over a Deepborn are Carapace and Immovable Object. Carapace makes it almost impossible to kill from range. Immovable Object making it immune to Knockdown and push effects is very powerful in certain matchups. There are some powerful casters with feats or spells that knock you down or push you around, and Great Old One doesn't have to worry about them. == Downsides == * Compared to the equal point [[Deepborn Dire Troll]], it has fewer initial attacks (no Bite and no squid tentacle), it has -1 DEF, and a shorter spray range. * The animus Crawling Chaos is difficult to use. Generally you'd rather force to buy 2 more attacks into the target you're engaging (probably killing it), rather than to cast a 2-cost animus to lock that target down while leaving it alive. == Synergy == == Tricks == {{Brineblood Marauders Footer}} 03b25cbe2d1cd82ed8a98ec8eb06a953cb15e6b8 1213 1212 2024-08-05T07:01:06Z Nindokag 27 /* Synergy */ wikitext text/x-wiki = Great Old One = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Warbeast]]'''</span> [[File:Great_old_one.webp|thumb|right|alt=Great Old One|Great Old One]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | THR !! style="width:3em;" | THR !! style="width:3em;" | HP |- | '''Great Old One 1''' || 5 || 8 || 6 || 11 || 20 || 4 || 7 || 30 |} Heavy Warbeast for 18 points. FA C. 50mm base. ===Abilities:=== *'''Slam, Trample''' *'''Gladiator''' *'''Dual Attack''' *'''Amphibious''' *{{Carapace}} *{{Immovable Object}} *{{Regeneration|d3}} *{{Snacking}} ===Animus:=== {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Crawling Chaos</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While B2B with the spellcaster, enemy models suffer -2 DEF and cannot advance. Crawling Chaos lasts for one round. |} ===Weapons=== {{Ranged Weapon|Ink Jet|6|Sp 8|1|-|14| * '''Pistol''' * '''Damage Type: Corrosion''' * '''Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|Great Claw|8|1|19| * '''Open Fist''' * {{Critical Amputation}} }} {{Melee Weapon|Ripping Claw|8|1|16| * '''Open Fist''' }} == Role and strengths == * Similar to a Deep Dweller/Spearback/Anchor/Squid Blaster [[Deepborn Dire Troll]], which is the same point cost. It has the same armor, 1 more MAT, 1 less DEF, shorter spray range, no bite attack, with a different animus and different critical effect. * The main reasons to take the Great Old One over a Deepborn are Carapace and Immovable Object. Carapace makes it almost impossible to kill from range. Immovable Object making it immune to Knockdown and push effects is very powerful in certain matchups. There are some powerful casters with feats or spells that knock you down or push you around, and Great Old One doesn't have to worry about them. == Downsides == * Compared to the equal point [[Deepborn Dire Troll]], it has fewer initial attacks (no Bite and no squid tentacle), it has -1 DEF, and a shorter spray range. * The animus Crawling Chaos is difficult to use. Generally you'd rather force to buy 2 more attacks into the target you're engaging (probably killing it), rather than to cast a 2-cost animus to lock that target down while leaving it alive. == Synergy == * [[Captain Shadowtongue]]'s feat lets it cast its animus for free, negating the drawback of Crawling Chaos. == Tricks == {{Brineblood Marauders Footer}} ba86b7597da03360ce1c95614503d90fa4ed35dc 1214 1213 2024-08-05T07:02:00Z Nindokag 27 /* Role and strengths */ wikitext text/x-wiki = Great Old One = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Warbeast]]'''</span> [[File:Great_old_one.webp|thumb|right|alt=Great Old One|Great Old One]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | THR !! style="width:3em;" | THR !! style="width:3em;" | HP |- | '''Great Old One 1''' || 5 || 8 || 6 || 11 || 20 || 4 || 7 || 30 |} Heavy Warbeast for 18 points. FA C. 50mm base. ===Abilities:=== *'''Slam, Trample''' *'''Gladiator''' *'''Dual Attack''' *'''Amphibious''' *{{Carapace}} *{{Immovable Object}} *{{Regeneration|d3}} *{{Snacking}} ===Animus:=== {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Crawling Chaos</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While B2B with the spellcaster, enemy models suffer -2 DEF and cannot advance. Crawling Chaos lasts for one round. |} ===Weapons=== {{Ranged Weapon|Ink Jet|6|Sp 8|1|-|14| * '''Pistol''' * '''Damage Type: Corrosion''' * '''Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|Great Claw|8|1|19| * '''Open Fist''' * {{Critical Amputation}} }} {{Melee Weapon|Ripping Claw|8|1|16| * '''Open Fist''' }} == Role and strengths == * Similar to a Deep Dweller/Spearback/Anchor/Squid Blaster [[Deepborn Dire Troll]], which is the same point cost. * It has 1 extra point of MAT compared to a Deepborn, and a different critical effect and animus. * The main reasons to take the Great Old One over a Deepborn are Carapace and Immovable Object. Carapace makes it almost impossible to kill from range. Immovable Object making it immune to Knockdown and push effects is very powerful in certain matchups. There are some powerful casters with feats or spells that knock you down or push you around, and Great Old One doesn't have to worry about them. == Downsides == * Compared to the equal point [[Deepborn Dire Troll]], it has fewer initial attacks (no Bite and no squid tentacle), it has -1 DEF, and a shorter spray range. * The animus Crawling Chaos is difficult to use. Generally you'd rather force to buy 2 more attacks into the target you're engaging (probably killing it), rather than to cast a 2-cost animus to lock that target down while leaving it alive. == Synergy == * [[Captain Shadowtongue]]'s feat lets it cast its animus for free, negating the drawback of Crawling Chaos. == Tricks == {{Brineblood Marauders Footer}} b078896395ddfe58ef09204dd7bd9f21b7d1e448 1215 1214 2024-08-05T07:02:41Z Nindokag 27 /* Downsides */ wikitext text/x-wiki = Great Old One = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Brineblood Marauders]] Character [[Warbeast]]'''</span> [[File:Great_old_one.webp|thumb|right|alt=Great Old One|Great Old One]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | THR !! style="width:3em;" | THR !! style="width:3em;" | HP |- | '''Great Old One 1''' || 5 || 8 || 6 || 11 || 20 || 4 || 7 || 30 |} Heavy Warbeast for 18 points. FA C. 50mm base. ===Abilities:=== *'''Slam, Trample''' *'''Gladiator''' *'''Dual Attack''' *'''Amphibious''' *{{Carapace}} *{{Immovable Object}} *{{Regeneration|d3}} *{{Snacking}} ===Animus:=== {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Crawling Chaos</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While B2B with the spellcaster, enemy models suffer -2 DEF and cannot advance. Crawling Chaos lasts for one round. |} ===Weapons=== {{Ranged Weapon|Ink Jet|6|Sp 8|1|-|14| * '''Pistol''' * '''Damage Type: Corrosion''' * '''Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|Great Claw|8|1|19| * '''Open Fist''' * {{Critical Amputation}} }} {{Melee Weapon|Ripping Claw|8|1|16| * '''Open Fist''' }} == Role and strengths == * Similar to a Deep Dweller/Spearback/Anchor/Squid Blaster [[Deepborn Dire Troll]], which is the same point cost. * It has 1 extra point of MAT compared to a Deepborn, and a different critical effect and animus. * The main reasons to take the Great Old One over a Deepborn are Carapace and Immovable Object. Carapace makes it almost impossible to kill from range. Immovable Object making it immune to Knockdown and push effects is very powerful in certain matchups. There are some powerful casters with feats or spells that knock you down or push you around, and Great Old One doesn't have to worry about them. == Downsides == * Compared to the most similar 18-point [[Deepborn Dire Troll]] build, Great Old One has fewer initial attacks (no Bite and no squid tentacle), -1 DEF, and a shorter spray range. * The animus Crawling Chaos is difficult to use. Generally you'd rather force to buy 2 more attacks into the target you're engaging (probably killing it), rather than to cast a 2-cost animus to lock that target down while leaving it alive. == Synergy == * [[Captain Shadowtongue]]'s feat lets it cast its animus for free, negating the drawback of Crawling Chaos. == Tricks == {{Brineblood Marauders Footer}} 5cc7ca0e6f3123a5c18bb50a92729cc1c2b5c612 Template:Regeneration 10 382 1205 2024-08-05T06:50:02Z Nindokag 27 Created page with "'''Regeneration [{{{1}}}]''' - This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs." wikitext text/x-wiki '''Regeneration [{{{1}}}]''' - This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs. 6351e47bf3b7897c1fa35d8e686610381cc4545b Template:Critical Blind 10 383 1208 2024-08-05T06:51:30Z Nindokag 27 Created page with " '''Critical Blind''' - On a critical hit, the model hit suffers Blind for one round. {{Blind}}" wikitext text/x-wiki '''Critical Blind''' - On a critical hit, the model hit suffers Blind for one round. {{Blind}} 12971f32d6d9560e4d8bdaf2b34e55490b4e958f 1210 1208 2024-08-05T06:52:47Z Nindokag 27 wikitext text/x-wiki '''Critical Blind''' - On a critical hit, the model hit suffers Blind for one round. (''{{Blind}}'') 7c055f178a104f9d51c7a159eaa521c0789c811c Template:Blind 10 384 1209 2024-08-05T06:52:17Z Nindokag 27 Created page with "A model suffering Blind cannot make ranged or arcane attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken." wikitext text/x-wiki A model suffering Blind cannot make ranged or arcane attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken. 8ad1ff578258332364c262472d0be0fd8e8937ab Abyssal King 0 313 1216 1059 2024-08-05T07:04:08Z Nindokag 27 /* Abilities: */ wikitext text/x-wiki == Abyssal King == <!-- Flavour text from official selling points --> Brineblood Marauders Gargantuan Southern Kriels Warbeast. FA 2. 120mm base. [[File:Abyssal King.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Abyssal King ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 4 || <!--Def--> 10 || <!--Arm--> 19 || 5 || 6 || <!--HP--> 56 |} ===Abilities:=== * '''Unstoppable''' * '''Slam, Headbutt, Trample''' * '''Pathfinder''' * '''Dual Attack''' * '''Amphibious''' * {{Bulldoze}} * {{Regeneration|d3}} * {{Snacking}} == Weapons (Loadout-independent) == {{Ranged Weapon|<!--Name-->Pitched Jetsam|<!--RAT-->4|<!--Rng-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->14/7|*{{Critical Knockdown}} }} {{Melee Weapon|<!--Name-->Big Meaty Fist|6|2|<!--POW-->19| *'''Open Fist''' }} {{Melee Weapon|<!--Name-->Bowsprit|6|3|<!--POW-->22| }} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>'''Bulbous Chomper Head - PC 10'''</big> * '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. {{Melee Weapon|<!--Name-->Chomper|6|2|<!--POW-->19| }} <big>'''Electro Lure Head - PC 12'''</big> * Gains '''Resistance: Electricity'''. * '''Awe''' - While within 5" of this model, living enemy models suffer -2 to attack rolls. {{Ranged Weapon|<!--Name-->Electro Charge|<!--RAT-->4|<!--Rng-->Sp 10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*Damage Type: Electricity *{{Critical Disruption}} }} === Figurehead === <big>'''Seahorse PC 7'''</big> *'''Model RAT +1''' *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Ornery</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Retaliatory Strike. Ornery lasts for 1 round. ''({{Retaliatory Strike}})'' |} <big>'''Triton PC 6'''</big> * '''Model SPD +1''' * {{Plasma Nimbus}} * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Indomitable</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Unyielding. Indomitable lasts for one round. ''({{Unyielding}})'' |} === Tentacle Weapon 1 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} === Tentacle Weapon 2 === <big>'''Main Gun PC 6'''</big> {{Ranged Weapon|<!--Name-->Main Gun|<!--RAT-->5|<!--Rng-->14|<!--ROF-->1|<!--AOE-->-|<!--POW-->15|*{{Critical Knockdown}} }} <big>'''Powder Cask PC 7'''</big> {{Ranged Weapon|<!--Name-->Powder Cask|<!--RAT-->5|<!--Rng-->10|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| }} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Giant bomb-throwing beatstick monster * Up to ELEVEN attacks: 3 melee and 3 ranged initials (or 2 melee and 4 ranged), then 5 additional attacks to be bought with fury. * With Rage, POW 24 on the Bowsprit attacks. * With the +1Spd figurehead, has a 12" melee threat. * In addition to being a giant beatstick, it also provides an area buff to your army - either a defensive buff by giving enemies -2 to hit, or an offensive buff by giving your models +2 to hit. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * As with all Colossals/Gargantuans, a lot of "eggs in one basket". It's far from impossible to kill, and when killed you've lost a lot of your list. * DEF 10 / ARM 19 is squishy for a colossal. It can die easily if left in a vulnerable position. You probably want to protect it with something like Fortify and/or the Boomhowler feat (where the d3 rapid healing is more important than DEF 12). * Since Gargantuans can't move out of activation, it can't be sped up by Perdition, Avenging Force or Tantrum. * For the most expensive Abyssal King build, you could almost get 3 of the cheapest Deepborn build. == Recommended loadouts == * Defensive Gargantuan: Electro Lure head + Triton figurehead + 2x Main Guns = 30 points. Play this with Admiral Boomhowler to stack its Awe aura with her feat Roughhouse to further DEF skew your infantry. With Fortify, Unyielding, Roughhouse, and Awe, the Abyssal King is effectively DEF 14 ARM 23 against melee, plus heals d3 every time it takes damage. * Maximum Shooting Gargantuan: Electro Lure head + Seahorse figurehead + 2x Powder Barrel = 33 points. Play this with Firequill, and put Rage on it during Feat turn, to get +4 damage on every damage roll from its spray and its three AOEs. The Powder Kegs become POW 12 on their blast damage rolls. == Synergy == <!-- Which models work well with this? --> * Fortune, from the spell rack, to make the most of its activations (and make crit knockdowns/disruptions more likely). * Fortify, from the spell rack, to make it more survivable. * Rage animus, from the Deepborn, to buff the power of both its guns and melee. * Mawga'Bawza for Ancillary Attack (or Open Fire from the spell rack) to get more use out of its big guns. * Black Spot is another way to get more use out of those guns. * Pyg Dirge to Mark Target and make its guns more accurate. == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} cd2cc13973f30de0835501d615e4a30ee0e446bc Stryker 0 358 1217 1157 2024-08-05T15:56:23Z Rork 33 wikitext text/x-wiki ===Weapon options=== '''Left Arms:''' '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} '''Right Arms:''' {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|10|1|-|12| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} '''Heads - ''' * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, Resistance: Electricity * Granted: {{Relentless Charge}} 364cfdb181135d034647baf97b36fc5c2330fcc6 1218 1217 2024-08-05T15:58:26Z Rork 33 Undo revision [[Special:Diff/1217|1217]] by [[Special:Contributions/Rork|Rork]] ([[User talk:Rork|talk]]) wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ===Weapon options=== '''Left Arms:''' '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} '''Right Arms:''' {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|10|1|-|12| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} '''Heads - ''' * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, Resistance: Electricity * Granted: {{Relentless Charge}} == Role and strengths == == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. == Synergy == == Tricks == {{Storm Legion Footer}} a1556419e5abfe24680da49991c9e60f6c093ee1 1219 1218 2024-08-05T16:02:26Z Rork 33 /* Weapon options */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ===Weapon options=== '''Left Arms:''' '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} '''Right Arms:''' {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} '''Heads - ''' * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, Resistance: Electricity * Granted: {{Relentless Charge}} == Role and strengths == == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. == Synergy == == Tricks == {{Storm Legion Footer}} c322e1771664cfa40231facc2d6554989fda80cd 1220 1219 2024-08-05T16:03:12Z Rork 33 /* Weapon options */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ===Weapon options=== '''Left Arms:''' '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} '''Right Arms:''' {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} '''Heads - ''' * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. == Synergy == == Tricks == {{Storm Legion Footer}} 272574ef9bdc57a0ae55d072d770aea69218700f 1221 1220 2024-08-05T16:06:06Z Rork 33 /* Downsides */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ===Weapon options=== '''Left Arms:''' '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} '''Right Arms:''' {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} '''Heads - ''' * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It's one of the few Storm Legion models that is '''not''' resistant to electrical attacks. Keep spells like [[Lightning Tendrils]] and [[Electrify]] or the Plasma Nimbus head in mind if your Stryker is likely be getting close to models with Electro Leap or Lightning Generator. == Synergy == == Tricks == {{Storm Legion Footer}} af9532b9b7b175c2927bc50808d1c8193e8e425c 1222 1221 2024-08-05T18:09:22Z Rork 33 /* Downsides */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ===Weapon options=== '''Left Arms:''' '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} '''Right Arms:''' {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} '''Heads - ''' * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It's one of the few Storm Legion models that is '''not''' resistant to electrical attacks. Keep spells like [[Lightning Tendrils]] and [[Electrify]] or the Plasma Nimbus head in mind if your Stryker is likely be getting close to models with Electro Leap or Lightning Generator. * When it comes to combined arms Strykers, it's far easier to achieve that with a Mag-Bolter compared to an Electro Bombard. The right arm choices have two high POW melee weapons, the left arm has none. Taking the Electro Bombard as your principal gun means you have to get those high POW melee weapons like the Voltaic Halberd or Hammer from another model. == Synergy == == Tricks == {{Storm Legion Footer}} 36ae9a4a9fa38d63284f380e539f33056705d758 1223 1222 2024-08-05T18:27:07Z Rork 33 /* Role and strengths */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ===Weapon options=== '''Left Arms:''' '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} '''Right Arms:''' {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} '''Heads - ''' * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == First of all, what do you want the Stryker to do? ===Melee=== * The halberd and hammer are your top drawer damage dealers. ** The hammer lacks melee range, so you may want to favour [[Major Anson Wolfe|Wolfe]] for Lightning Tendrils. * The Power Fist is the highest POW left arm, and even comes with a gun thrown in. * Of course, going full melee puts a big target on it. Opting for a shield keeps it more survivable and Polarity Shield is situationally useful. ** Add additional DEF or ARM buffs from either the rack or [[Lieutenant Sara Brisbane]] if you ''really'' want it to get there. * The choice of head leans towards Relentless Charge or sometimes Overtake. ===Combined Arms=== This is generally Cygnar's thing - Try to do everything and do it reasonably well. * For guns that mean business, the Mag-Bolter is the obvious choice. * Pair up with the hammer or halberd. * An intriguing choice is the javelin with the power fist - that's ''four'' initial attacks, but does push the build towards killing light warjacks or heavy infantry. * Heads lean according to preference - Relentless Charge is never bad, and the cheapest. Arcane precision may suit certain army builds. ===Ranged=== Obviously, take guns. Just remember that any weapon without pistol means that in melee, it won't do much. The challenge with this sort of build is that 3 focus does not support two fully boosted gun shots. You will have to prioritise based on which weapon will do more damage. * Mag-Bolter and Electro Bombard - The long range, high POW choice. * You could switch the Bombard to a Stormblazer cannon, but then you have a huge range mismatch. ** You ''could'' pair the Stormblazer cannon with the Voltaic Javelin, but Cygnar does not typically struggle to kill infantry, and that's generally not a great use of a heavy warjack. * For the head, Arcane Precision would be the best choice. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It's one of the few Storm Legion models that is '''not''' resistant to electrical attacks. Keep spells like [[Lightning Tendrils]] and [[Electrify]] or the Plasma Nimbus head in mind if your Stryker is likely be getting close to models with Electro Leap or Lightning Generator. * When it comes to combined arms Strykers, it's far easier to achieve that with a Mag-Bolter compared to an Electro Bombard. The right arm choices have two high POW melee weapons, the left arm has none. Taking the Electro Bombard as your principal gun means you have to get those high POW melee weapons like the Voltaic Halberd or Hammer from another model. == Synergy == == Tricks == {{Storm Legion Footer}} 61144688b0e89645846379e4a889d514a3204479 1224 1223 2024-08-05T18:33:02Z Rork 33 /* Downsides */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ===Weapon options=== '''Left Arms:''' '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} '''Right Arms:''' {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} '''Heads - ''' * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == First of all, what do you want the Stryker to do? ===Melee=== * The halberd and hammer are your top drawer damage dealers. ** The hammer lacks melee range, so you may want to favour [[Major Anson Wolfe|Wolfe]] for Lightning Tendrils. * The Power Fist is the highest POW left arm, and even comes with a gun thrown in. * Of course, going full melee puts a big target on it. Opting for a shield keeps it more survivable and Polarity Shield is situationally useful. ** Add additional DEF or ARM buffs from either the rack or [[Lieutenant Sara Brisbane]] if you ''really'' want it to get there. * The choice of head leans towards Relentless Charge or sometimes Overtake. ===Combined Arms=== This is generally Cygnar's thing - Try to do everything and do it reasonably well. * For guns that mean business, the Mag-Bolter is the obvious choice. * Pair up with the hammer or halberd. * An intriguing choice is the javelin with the power fist - that's ''four'' initial attacks, but does push the build towards killing light warjacks or heavy infantry. * Heads lean according to preference - Relentless Charge is never bad, and the cheapest. Arcane precision may suit certain army builds. ===Ranged=== Obviously, take guns. Just remember that any weapon without pistol means that in melee, it won't do much. The challenge with this sort of build is that 3 focus does not support two fully boosted gun shots. You will have to prioritise based on which weapon will do more damage. * Mag-Bolter and Electro Bombard - The long range, high POW choice. * You could switch the Bombard to a Stormblazer cannon, but then you have a huge range mismatch. ** You ''could'' pair the Stormblazer cannon with the Voltaic Javelin, but Cygnar does not typically struggle to kill infantry, and that's generally not a great use of a heavy warjack. * For the head, Arcane Precision would be the best choice. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It's one of the few Storm Legion models that is '''not''' resistant to electrical attacks. Keep spells like [[Lightning Tendrils]] and [[Electrify]] or the Plasma Nimbus head in mind if your Stryker is likely be getting close to models with Electro Leap or Lightning Generator. * When it comes to combined arms Strykers, it's far easier to achieve that with a Mag-Bolter compared to an Electro Bombard. The right arm choices have two high POW melee weapons, the left arm has none. Taking the Electro Bombard as your principal gun means you have to get those high POW melee weapons like the Voltaic Halberd or Hammer from another model. ** Taking the high POW guns will harm their melee output since the lack of Pistol means their chances of hitting with it are low. * Its highest POW is 18 in melee. Although respectable, it's not reliable when trying to kill another heavy in one round. That does mean that most casters want to take [[Electrify]] since only [[Major Anson Wolfe|Wolfe]] and [[Major Allister Caine]] have their own damage buffs. [[Captain Raef Huxley]] helps out through [[Full Throttle]] since getting a free charge can be turned into an additional attack. == Synergy == == Tricks == {{Storm Legion Footer}} 90ac344a2d703c78814134dcaf3278f6d7c46919 1225 1224 2024-08-05T18:34:17Z Rork 33 /* Melee */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ===Weapon options=== '''Left Arms:''' '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} '''Right Arms:''' {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} '''Heads - ''' * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == First of all, what do you want the Stryker to do? ===Melee=== * The halberd and hammer are your top drawer damage dealers. ** The hammer lacks melee range, so you may want to favour [[Major Anson Wolfe]] for Lightning Tendrils. * The Power Fist is the highest POW left arm, and even comes with a gun thrown in. * Of course, going full melee puts a big target on it. Opting for a shield keeps it more survivable and Polarity Shield is situationally useful. ** Add additional DEF or ARM buffs from either the rack or [[Lieutenant Sara Brisbane]] if you ''really'' want it to get there. * The choice of head leans towards Relentless Charge or sometimes Overtake. ===Combined Arms=== This is generally Cygnar's thing - Try to do everything and do it reasonably well. * For guns that mean business, the Mag-Bolter is the obvious choice. * Pair up with the hammer or halberd. * An intriguing choice is the javelin with the power fist - that's ''four'' initial attacks, but does push the build towards killing light warjacks or heavy infantry. * Heads lean according to preference - Relentless Charge is never bad, and the cheapest. Arcane precision may suit certain army builds. ===Ranged=== Obviously, take guns. Just remember that any weapon without pistol means that in melee, it won't do much. The challenge with this sort of build is that 3 focus does not support two fully boosted gun shots. You will have to prioritise based on which weapon will do more damage. * Mag-Bolter and Electro Bombard - The long range, high POW choice. * You could switch the Bombard to a Stormblazer cannon, but then you have a huge range mismatch. ** You ''could'' pair the Stormblazer cannon with the Voltaic Javelin, but Cygnar does not typically struggle to kill infantry, and that's generally not a great use of a heavy warjack. * For the head, Arcane Precision would be the best choice. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It's one of the few Storm Legion models that is '''not''' resistant to electrical attacks. Keep spells like [[Lightning Tendrils]] and [[Electrify]] or the Plasma Nimbus head in mind if your Stryker is likely be getting close to models with Electro Leap or Lightning Generator. * When it comes to combined arms Strykers, it's far easier to achieve that with a Mag-Bolter compared to an Electro Bombard. The right arm choices have two high POW melee weapons, the left arm has none. Taking the Electro Bombard as your principal gun means you have to get those high POW melee weapons like the Voltaic Halberd or Hammer from another model. ** Taking the high POW guns will harm their melee output since the lack of Pistol means their chances of hitting with it are low. * Its highest POW is 18 in melee. Although respectable, it's not reliable when trying to kill another heavy in one round. That does mean that most casters want to take [[Electrify]] since only [[Major Anson Wolfe|Wolfe]] and [[Major Allister Caine]] have their own damage buffs. [[Captain Raef Huxley]] helps out through [[Full Throttle]] since getting a free charge can be turned into an additional attack. == Synergy == == Tricks == {{Storm Legion Footer}} 598c555c993228cfee5be614b53d158eb3ca583c 1226 1225 2024-08-05T18:36:40Z Rork 33 /* Model Rules */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ====Left Arms:==== '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} ====Right Arms:==== {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} ====Heads==== * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == First of all, what do you want the Stryker to do? ===Melee=== * The halberd and hammer are your top drawer damage dealers. ** The hammer lacks melee range, so you may want to favour [[Major Anson Wolfe]] for Lightning Tendrils. * The Power Fist is the highest POW left arm, and even comes with a gun thrown in. * Of course, going full melee puts a big target on it. Opting for a shield keeps it more survivable and Polarity Shield is situationally useful. ** Add additional DEF or ARM buffs from either the rack or [[Lieutenant Sara Brisbane]] if you ''really'' want it to get there. * The choice of head leans towards Relentless Charge or sometimes Overtake. ===Combined Arms=== This is generally Cygnar's thing - Try to do everything and do it reasonably well. * For guns that mean business, the Mag-Bolter is the obvious choice. * Pair up with the hammer or halberd. * An intriguing choice is the javelin with the power fist - that's ''four'' initial attacks, but does push the build towards killing light warjacks or heavy infantry. * Heads lean according to preference - Relentless Charge is never bad, and the cheapest. Arcane precision may suit certain army builds. ===Ranged=== Obviously, take guns. Just remember that any weapon without pistol means that in melee, it won't do much. The challenge with this sort of build is that 3 focus does not support two fully boosted gun shots. You will have to prioritise based on which weapon will do more damage. * Mag-Bolter and Electro Bombard - The long range, high POW choice. * You could switch the Bombard to a Stormblazer cannon, but then you have a huge range mismatch. ** You ''could'' pair the Stormblazer cannon with the Voltaic Javelin, but Cygnar does not typically struggle to kill infantry, and that's generally not a great use of a heavy warjack. * For the head, Arcane Precision would be the best choice. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It's one of the few Storm Legion models that is '''not''' resistant to electrical attacks. Keep spells like [[Lightning Tendrils]] and [[Electrify]] or the Plasma Nimbus head in mind if your Stryker is likely be getting close to models with Electro Leap or Lightning Generator. * When it comes to combined arms Strykers, it's far easier to achieve that with a Mag-Bolter compared to an Electro Bombard. The right arm choices have two high POW melee weapons, the left arm has none. Taking the Electro Bombard as your principal gun means you have to get those high POW melee weapons like the Voltaic Halberd or Hammer from another model. ** Taking the high POW guns will harm their melee output since the lack of Pistol means their chances of hitting with it are low. * Its highest POW is 18 in melee. Although respectable, it's not reliable when trying to kill another heavy in one round. That does mean that most casters want to take [[Electrify]] since only [[Major Anson Wolfe|Wolfe]] and [[Major Allister Caine]] have their own damage buffs. [[Captain Raef Huxley]] helps out through [[Full Throttle]] since getting a free charge can be turned into an additional attack. == Synergy == == Tricks == {{Storm Legion Footer}} 4e460bdbc3bdb84c2ffa6833d9bc7162e27c6b05 1227 1226 2024-08-05T18:37:02Z Rork 33 /* Weapon options */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities:=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ====Left Arms==== '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} ====Right Arms==== {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} ====Heads==== * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == First of all, what do you want the Stryker to do? ===Melee=== * The halberd and hammer are your top drawer damage dealers. ** The hammer lacks melee range, so you may want to favour [[Major Anson Wolfe]] for Lightning Tendrils. * The Power Fist is the highest POW left arm, and even comes with a gun thrown in. * Of course, going full melee puts a big target on it. Opting for a shield keeps it more survivable and Polarity Shield is situationally useful. ** Add additional DEF or ARM buffs from either the rack or [[Lieutenant Sara Brisbane]] if you ''really'' want it to get there. * The choice of head leans towards Relentless Charge or sometimes Overtake. ===Combined Arms=== This is generally Cygnar's thing - Try to do everything and do it reasonably well. * For guns that mean business, the Mag-Bolter is the obvious choice. * Pair up with the hammer or halberd. * An intriguing choice is the javelin with the power fist - that's ''four'' initial attacks, but does push the build towards killing light warjacks or heavy infantry. * Heads lean according to preference - Relentless Charge is never bad, and the cheapest. Arcane precision may suit certain army builds. ===Ranged=== Obviously, take guns. Just remember that any weapon without pistol means that in melee, it won't do much. The challenge with this sort of build is that 3 focus does not support two fully boosted gun shots. You will have to prioritise based on which weapon will do more damage. * Mag-Bolter and Electro Bombard - The long range, high POW choice. * You could switch the Bombard to a Stormblazer cannon, but then you have a huge range mismatch. ** You ''could'' pair the Stormblazer cannon with the Voltaic Javelin, but Cygnar does not typically struggle to kill infantry, and that's generally not a great use of a heavy warjack. * For the head, Arcane Precision would be the best choice. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It's one of the few Storm Legion models that is '''not''' resistant to electrical attacks. Keep spells like [[Lightning Tendrils]] and [[Electrify]] or the Plasma Nimbus head in mind if your Stryker is likely be getting close to models with Electro Leap or Lightning Generator. * When it comes to combined arms Strykers, it's far easier to achieve that with a Mag-Bolter compared to an Electro Bombard. The right arm choices have two high POW melee weapons, the left arm has none. Taking the Electro Bombard as your principal gun means you have to get those high POW melee weapons like the Voltaic Halberd or Hammer from another model. ** Taking the high POW guns will harm their melee output since the lack of Pistol means their chances of hitting with it are low. * Its highest POW is 18 in melee. Although respectable, it's not reliable when trying to kill another heavy in one round. That does mean that most casters want to take [[Electrify]] since only [[Major Anson Wolfe|Wolfe]] and [[Major Allister Caine]] have their own damage buffs. [[Captain Raef Huxley]] helps out through [[Full Throttle]] since getting a free charge can be turned into an additional attack. == Synergy == == Tricks == {{Storm Legion Footer}} e3bc7a03824d37203d3ae91712c2a253e1776883 1228 1227 2024-08-05T18:37:44Z Rork 33 /* Abilities: */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ====Left Arms==== '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} ====Right Arms==== {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} ====Heads==== * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == First of all, what do you want the Stryker to do? ===Melee=== * The halberd and hammer are your top drawer damage dealers. ** The hammer lacks melee range, so you may want to favour [[Major Anson Wolfe]] for Lightning Tendrils. * The Power Fist is the highest POW left arm, and even comes with a gun thrown in. * Of course, going full melee puts a big target on it. Opting for a shield keeps it more survivable and Polarity Shield is situationally useful. ** Add additional DEF or ARM buffs from either the rack or [[Lieutenant Sara Brisbane]] if you ''really'' want it to get there. * The choice of head leans towards Relentless Charge or sometimes Overtake. ===Combined Arms=== This is generally Cygnar's thing - Try to do everything and do it reasonably well. * For guns that mean business, the Mag-Bolter is the obvious choice. * Pair up with the hammer or halberd. * An intriguing choice is the javelin with the power fist - that's ''four'' initial attacks, but does push the build towards killing light warjacks or heavy infantry. * Heads lean according to preference - Relentless Charge is never bad, and the cheapest. Arcane precision may suit certain army builds. ===Ranged=== Obviously, take guns. Just remember that any weapon without pistol means that in melee, it won't do much. The challenge with this sort of build is that 3 focus does not support two fully boosted gun shots. You will have to prioritise based on which weapon will do more damage. * Mag-Bolter and Electro Bombard - The long range, high POW choice. * You could switch the Bombard to a Stormblazer cannon, but then you have a huge range mismatch. ** You ''could'' pair the Stormblazer cannon with the Voltaic Javelin, but Cygnar does not typically struggle to kill infantry, and that's generally not a great use of a heavy warjack. * For the head, Arcane Precision would be the best choice. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It's one of the few Storm Legion models that is '''not''' resistant to electrical attacks. Keep spells like [[Lightning Tendrils]] and [[Electrify]] or the Plasma Nimbus head in mind if your Stryker is likely be getting close to models with Electro Leap or Lightning Generator. * When it comes to combined arms Strykers, it's far easier to achieve that with a Mag-Bolter compared to an Electro Bombard. The right arm choices have two high POW melee weapons, the left arm has none. Taking the Electro Bombard as your principal gun means you have to get those high POW melee weapons like the Voltaic Halberd or Hammer from another model. ** Taking the high POW guns will harm their melee output since the lack of Pistol means their chances of hitting with it are low. * Its highest POW is 18 in melee. Although respectable, it's not reliable when trying to kill another heavy in one round. That does mean that most casters want to take [[Electrify]] since only [[Major Anson Wolfe|Wolfe]] and [[Major Allister Caine]] have their own damage buffs. [[Captain Raef Huxley]] helps out through [[Full Throttle]] since getting a free charge can be turned into an additional attack. == Synergy == == Tricks == {{Storm Legion Footer}} 7899210838835dabf920a30a574ed544c2faaf73 1229 1228 2024-08-05T18:40:26Z Rork 33 /* Combined Arms */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' [[File:|thumb|right]] == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ====Left Arms==== '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} ====Right Arms==== {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} ====Heads==== * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == First of all, what do you want the Stryker to do? ===Melee=== * The halberd and hammer are your top drawer damage dealers. ** The hammer lacks melee range, so you may want to favour [[Major Anson Wolfe]] for Lightning Tendrils. * The Power Fist is the highest POW left arm, and even comes with a gun thrown in. * Of course, going full melee puts a big target on it. Opting for a shield keeps it more survivable and Polarity Shield is situationally useful. ** Add additional DEF or ARM buffs from either the rack or [[Lieutenant Sara Brisbane]] if you ''really'' want it to get there. * The choice of head leans towards Relentless Charge or sometimes Overtake. ===Combined Arms=== This is generally Cygnar's thing - Try to do everything and do it reasonably well. * For guns that mean business, the Mag-Bolter is the obvious choice. * Pair up with the hammer or halberd. * Taking the Electro Bombard, which synergises with [[Ionization]], can be a trap since it prevents you from taking a high POW melee weapon, so make sure you have suitable damage dealers in your list. * An intriguing choice is the javelin with the power fist - that's ''four'' initial attacks, but does push the build towards killing light warjacks or heavy infantry. * Heads lean according to preference - Relentless Charge is never bad, and the cheapest. Arcane precision may suit certain army builds. ===Ranged=== Obviously, take guns. Just remember that any weapon without pistol means that in melee, it won't do much. The challenge with this sort of build is that 3 focus does not support two fully boosted gun shots. You will have to prioritise based on which weapon will do more damage. * Mag-Bolter and Electro Bombard - The long range, high POW choice. * You could switch the Bombard to a Stormblazer cannon, but then you have a huge range mismatch. ** You ''could'' pair the Stormblazer cannon with the Voltaic Javelin, but Cygnar does not typically struggle to kill infantry, and that's generally not a great use of a heavy warjack. * For the head, Arcane Precision would be the best choice. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It's one of the few Storm Legion models that is '''not''' resistant to electrical attacks. Keep spells like [[Lightning Tendrils]] and [[Electrify]] or the Plasma Nimbus head in mind if your Stryker is likely be getting close to models with Electro Leap or Lightning Generator. * When it comes to combined arms Strykers, it's far easier to achieve that with a Mag-Bolter compared to an Electro Bombard. The right arm choices have two high POW melee weapons, the left arm has none. Taking the Electro Bombard as your principal gun means you have to get those high POW melee weapons like the Voltaic Halberd or Hammer from another model. ** Taking the high POW guns will harm their melee output since the lack of Pistol means their chances of hitting with it are low. * Its highest POW is 18 in melee. Although respectable, it's not reliable when trying to kill another heavy in one round. That does mean that most casters want to take [[Electrify]] since only [[Major Anson Wolfe|Wolfe]] and [[Major Allister Caine]] have their own damage buffs. [[Captain Raef Huxley]] helps out through [[Full Throttle]] since getting a free charge can be turned into an additional attack. == Synergy == == Tricks == {{Storm Legion Footer}} c24ba0eda4fc891af5418252973970908f31f049 Merc Dark Operations 0 385 1230 2024-08-06T11:02:13Z Gedditoffme 2 Created page with "== Why Play Dark Operations == The Cephalyx are psychic masters whose prediliction for surgery and body horror has let them enslave and enhance the people of the iron kingdoms. There are 3 castes in Cephalyx * '''Cephalyx''' are tricky masters for who dominating minds of others is second nature, and manifest other psychic powers. A common attack is Psychic Assault: a magical spray that fries the minds of victims through terrain. Channeling magic attacks through drudges o..." wikitext text/x-wiki == Why Play Dark Operations == The Cephalyx are psychic masters whose prediliction for surgery and body horror has let them enslave and enhance the people of the iron kingdoms. There are 3 castes in Cephalyx * '''Cephalyx''' are tricky masters for who dominating minds of others is second nature, and manifest other psychic powers. A common attack is Psychic Assault: a magical spray that fries the minds of victims through terrain. Channeling magic attacks through drudges or lesser cephalyx is also common, giving tricks with bizarre threat angles. * '''Drudges:''' Reduced to mere tools, the drudges hit like a truck and can take being hit back. They are slow and unsubtle but keep coming in waves. * '''Monstrosities''': The strongest of victims are modified further, grafted with machinery, grown bigger and enhanced in every way to become Monstrosities: men whose resilience and hitting power rival a warjack. Compared to other factions they are a little weaker, but with psychic assistance from an agitator gain +2 to attack and damage rolls. Monstrosities bring a unique ruleset: similar to warjacks, but do not power up and instead gain angry focus when they are damaged, and can be healed like beasts. Playing cephalyx is about bringing these 3 elements together: using the tricks of the Cephalyx masters to synergise with the powerful but simple swarms of drudges and monstrosities. * Their combat Drudges and Monstrosities are relatively cheap, letting you bring an absolute swarm. * All Warcasters bring movement tricks such as Telekenesis, Gallows, Teleport and Overrun to manipulate board position. * They are also known for debuffs such as Parasite and Crippling Grasp. * Their main combat units are a cephalyx with 5 drudges. ** Slavers are a pure combat unit whose drudges have gang and shield guard. The insidious scavengers can sneak up the battlefield, letting them ambush or Advance Deploy. ** Benders are more magical support, with the Cephalyx Bender able to channel spells through his drudges. He is able to shoot a spray, explode a drudge to do pow12 to all enemies within 2", or massively increase the stats of a single warrior. Cephalyx are known as Cryx allies, and while there is a lot of overlap in combat swarms and debuffs, Cephalyx have a lot more focus on movement spells and synergies between models. == Which Caster is for me? == === [[Exulon Thexus]] === === [[Cognifex Cyphon]] === === [[Iron Lich Asphyxious]] === === [[Mortenebra, Numen of Necrogenesis]] === {{Dark Operations Footer}} b23a1a2aff1a4e6704db1a42d54fe5a219061863 Template:Dark Operations Footer 10 386 1231 2024-08-06T11:09:41Z Gedditoffme 2 Created page with "{| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Dark Operations]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Exulon Thexus]] - [[Cognifex Cyphon]] - [[Iron Lich Asphyxious]] - [[Mortenebra, Numen of Necrogenesis]] |- | '''Monstrosities''' || [[Subduer]] - [[Warden]] - [[Wrecker]] |- | '''Solos''' || [[Bloat Thrall]] - [[Cephalyx Agitator]] - [[Doctor Stygius]] - Machine Wrait..." wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Dark Operations]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Exulon Thexus]] - [[Cognifex Cyphon]] - [[Iron Lich Asphyxious]] - [[Mortenebra, Numen of Necrogenesis]] |- | '''Monstrosities''' || [[Subduer]] - [[Warden]] - [[Wrecker]] |- | '''Solos''' || [[Bloat Thrall]] - [[Cephalyx Agitator]] - [[Doctor Stygius]] - [[Machine Wraith]] - [[Pistol Wraith]] |- | '''Units''' || [[Cephalyx Mind Slaver & Drudges]] - [[Cephalyx Overlords]] - [[Cephalyx Mind Bender & Drudges]] - [[Cephalyx Dominator]] (UA for Dominated Unit below) |- | '''Dominated Units''' || [[Hammerfall High Shield Gun Corps]] - [[Horgenhold Artillery Corps]] - [[ Horgenhold Forge Guard]] - [[Ogrun Assault Corps]] - [[Steelhead Cannon Crew]] - [[Steelhead Halberdiers]] - [[Steelhead Mortar Crew]] - [[Steelhead Riflemen]] - [[Steelhead Volley Gun Crew]] |- | '''Mercenaries''' || [[Carver Ultimus]] - [[Magnus the Unstoppable]] |} b8ce3e66266814b1c813a0c69d5eafde7d4bef3f 1232 1231 2024-08-06T11:10:07Z Gedditoffme 2 wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Dark Operations]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Exulon Thexus]] - [[Cognifex Cyphon]] - [[Iron Lich Asphyxious]] - [[Mortenebra, Numen of Necrogenesis]] |- | '''Monstrosities''' || [[Subduer]] - [[Warden]] - [[Wrecker]] |- | '''Solos''' || [[Bloat Thrall]] - [[Cephalyx Agitator]] - [[Doctor Stygius]] - [[Machine Wraith]] - [[Pistol Wraith]] |- | '''Units''' || [[Cephalyx Mind Slaver & Drudges]] - [[Cephalyx Overlords]] - [[Cephalyx Mind Bender & Drudges]] - [[Cephalyx Dominator]] (UA for Dominated Unit below) |- | '''Dominated Units''' || [[Hammerfall High Shield Gun Corps]] - [[Horgenhold Artillery Corps]] - [[ Horgenhold Forge Guard]] - [[Ogrun Assault Corps]] - [[Steelhead Cannon Crew]] - [[Steelhead Halberdiers]] - [[Steelhead Mortar Crew]] - [[Steelhead Riflemen]] - [[Steelhead Volley Gun Crew]] - [[Tactical Arcanist Corps]] |- | '''Mercenaries''' || [[Carver Ultimus]] - [[Magnus the Unstoppable]] |} 02092db8e0f91bfdc695fc3117441135962e0b6c File:Incarnate Conjuror.jpeg 6 387 1233 2024-08-06T11:59:39Z Piotr 35 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Incarnate Conjuror 0 388 1234 2024-08-06T12:16:34Z Piotr 35 Created page with "''lore placeholder'' [[File:Incarnate Conjuror.jpeg|thumb|right]] == Statistics == {| class="wikitable" style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health !! style="width:3em;" | CTRL |- | '''Incarnate Conjuror''' || 7 || 7 || - || - || 12 || 15 || 10 || 8 |} =..." wikitext text/x-wiki ''lore placeholder'' [[File:Incarnate Conjuror.jpeg|thumb|right]] == Statistics == {| class="wikitable" style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health !! style="width:3em;" | CTRL |- | '''Incarnate Conjuror''' || 7 || 7 || - || - || 12 || 15 || 10 || 8 |} === Abilities === '''Cavalry'''<br> '''Unstoppable'''<br> '''Pathfinder'''<br> '''Soulless'''<br> '''Steady'''<br> '''Reposition [3"]'''<br> '''Flame Trail''' - When this model advances into B2B contact with an enemy model during its activation, the enemy model suffers the Fire continous effect. <br> '''Whip the Flames''' - Models suffering the Fire continous effect while in this model's control range suffer -2 to attack rolls. <br> '''Magic Ability :''' * '''Ashes to Ashes (* Attack)''' - Ashes to Ashes is a RNG 8, POW 10 arcane attack. If target model is directly hit, the d3 nearest enemy models within 4" of it suffer POW 10 fire damage roll. These additional damage rolls are not considered to have have been caused by an attack. Resolve damage resulting from Ashes to Ashes simultaneously with the damage resulting from the attack that directly hit * '''Firestarter (* Action)''' - RNG 6. Target firendly faction model. If the model is in range, its melee and ranged weapons gain Continous Effect: fire for one turn.. * '''Puryfying Prayer (* Action)''' - Animi and coninous effects on models/units within 6" of this model immediately expire == Role and Strengths == == Downsides == == Synergy == == Tricks == {{Khymaera Shadowflame Shard Footer}} 29add775e40871d496de93093de0305b68664bbd File:Cygnar-Tempest Assailers.webp 6 389 1235 2024-08-07T03:04:47Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Tempest Assailers 0 390 1236 2024-08-07T03:17:42Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionniare]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Assailers.webp|thumb|right]] ''Marching to battle in mechanically augmented suits of armor, the Tempest Assailers are among the heaviest infantry ever fielded by the nation of Cygnar. The strength granted by such armor is required to wield their advanced weaponry: devastating long-handled Storm Hammers and heavy galvanic Repulsor Shield..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionniare]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Assailers.webp|thumb|right]] ''Marching to battle in mechanically augmented suits of armor, the Tempest Assailers are among the heaviest infantry ever fielded by the nation of Cygnar. The strength granted by such armor is required to wield their advanced weaponry: devastating long-handled Storm Hammers and heavy galvanic Repulsor Shields.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Assailers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 8pts ===Abilities:=== *'''Shield Wall''' - While this model is B2B with one or more models in its unit, it gains +2 ARM and cannot be knocked down. ===Weapons=== {{Melee Weapon|<!--Name-->Heavy Voltaic Hammer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14|* '''Smite (*attack)''' - The model hit is slammed d6" directly away from this model. If the model hit has a larger base than the attacking model it is moved only half the distance rolled. The POW of collateral damage is equal to the POW of this weapon.}} {{Melee Weapon|<!--Name-->Repulsor Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|* '''Repulsor''' - When this model hits an enemy model with this weapon, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack, after the attack is resolved, the attacking model is pushed 1" directly away from this model.}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 11678e6b99d60c2a580990e5905ea154b4607e49 1237 1236 2024-08-07T03:19:43Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionniare]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Assailers.webp|thumb|right]] ''Marching to battle in mechanically augmented suits of armor, the Tempest Assailers are among the heaviest infantry ever fielded by the nation of Cygnar. The strength granted by such armor is required to wield their advanced weaponry: devastating long-handled Storm Hammers and heavy galvanic Repulsor Shields.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Assailers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 8pts ===Abilities:=== *'''Shield Wall''' - While this model is B2B with one or more models in its unit, it gains +2 ARM and cannot be knocked down. ===Weapons=== {{Melee Weapon|<!--Name-->Heavy Voltaic Hammer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14|* '''Smite (*Attack)''' - The model hit is slammed d6" directly away from this model. If the model hit has a larger base than the attacking model it is moved only half the distance rolled. The POW of collateral damage is equal to the POW of this weapon.}} {{Melee Weapon|<!--Name-->Repulsor Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|* '''Repulsor''' - When this model hits an enemy model with this weapon, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack, after the attack is resolved, the attacking model is pushed 1" directly away from this model.}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} a51077ba6362a38eec2bf648c916403fb435cc1f 1240 1237 2024-08-07T13:07:25Z Rork 33 /* Weapons */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionniare]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Assailers.webp|thumb|right]] ''Marching to battle in mechanically augmented suits of armor, the Tempest Assailers are among the heaviest infantry ever fielded by the nation of Cygnar. The strength granted by such armor is required to wield their advanced weaponry: devastating long-handled Storm Hammers and heavy galvanic Repulsor Shields.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Assailers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 8pts ===Abilities:=== *'''Shield Wall''' - While this model is B2B with one or more models in its unit, it gains +2 ARM and cannot be knocked down. ===Weapons=== {{Melee Weapon|<!--Name-->Heavy Voltaic Hammer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14|* {{Smite (★ attack)}} '''Smite (*Attack)''' - The model hit is slammed d6" directly away from this model. If the model hit has a larger base than the attacking model it is moved only half the distance rolled. The POW of collateral damage is equal to the POW of this weapon.}} {{Melee Weapon|<!--Name-->Repulsor Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|* {{Repulsor}} '''Repulsor''' - When this model hits an enemy model with this weapon, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack, after the attack is resolved, the attacking model is pushed 1" directly away from this model.}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 1445ad2d030f2a765951c01ae23c8841f0715f46 1242 1240 2024-08-07T13:09:06Z Rork 33 /* Weapons */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionniare]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Assailers.webp|thumb|right]] ''Marching to battle in mechanically augmented suits of armor, the Tempest Assailers are among the heaviest infantry ever fielded by the nation of Cygnar. The strength granted by such armor is required to wield their advanced weaponry: devastating long-handled Storm Hammers and heavy galvanic Repulsor Shields.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Assailers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 8pts ===Abilities:=== *'''Shield Wall''' - While this model is B2B with one or more models in its unit, it gains +2 ARM and cannot be knocked down. ===Weapons=== {{Melee Weapon|<!--Name-->Heavy Voltaic Hammer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14|* {{Smite (★ attack)}} }} {{Melee Weapon|<!--Name-->Repulsor Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|* {{Repulsor}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} c6c53c486f2161b91d99b476e0d007abf0468419 1244 1242 2024-08-07T13:10:45Z Rork 33 /* Abilities: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionniare]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Assailers.webp|thumb|right]] ''Marching to battle in mechanically augmented suits of armor, the Tempest Assailers are among the heaviest infantry ever fielded by the nation of Cygnar. The strength granted by such armor is required to wield their advanced weaponry: devastating long-handled Storm Hammers and heavy galvanic Repulsor Shields.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Assailers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 8pts ===Abilities:=== * {{Shield Wall}} ===Weapons=== {{Melee Weapon|<!--Name-->Heavy Voltaic Hammer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14|* {{Smite (★ attack)}} }} {{Melee Weapon|<!--Name-->Repulsor Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|* {{Repulsor}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 5f25d61db2b9a3567db228c87acfc7909909f681 1246 1244 2024-08-07T13:13:57Z Rork 33 /* Synergy */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionniare]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Assailers.webp|thumb|right]] ''Marching to battle in mechanically augmented suits of armor, the Tempest Assailers are among the heaviest infantry ever fielded by the nation of Cygnar. The strength granted by such armor is required to wield their advanced weaponry: devastating long-handled Storm Hammers and heavy galvanic Repulsor Shields.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Assailers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 8pts ===Abilities:=== * {{Shield Wall}} ===Weapons=== {{Melee Weapon|<!--Name-->Heavy Voltaic Hammer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14|* {{Smite (★ attack)}} }} {{Melee Weapon|<!--Name-->Repulsor Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|* {{Repulsor}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * Taking [[Arcane Shield]] from the rack for Assailers makes them ARM23. * Their speed is their main drawback, so making that that ARM23 unappetising with [[Captain Athena di Baro]]'s feat or speeding them up [[Captain Madison Calder]]'s Crusader's Call helps them get the charge. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 15a0f93ada874c29d1fb3eb996398d30cdd33ee0 1249 1246 2024-08-07T14:56:03Z Rork 33 /* Downsides: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionniare]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Assailers.webp|thumb|right]] ''Marching to battle in mechanically augmented suits of armor, the Tempest Assailers are among the heaviest infantry ever fielded by the nation of Cygnar. The strength granted by such armor is required to wield their advanced weaponry: devastating long-handled Storm Hammers and heavy galvanic Repulsor Shields.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Assailers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 8pts ===Abilities:=== * {{Shield Wall}} ===Weapons=== {{Melee Weapon|<!--Name-->Heavy Voltaic Hammer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14|* {{Smite (★ attack)}} }} {{Melee Weapon|<!--Name-->Repulsor Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|* {{Repulsor}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If your opponent can push models, they can break your shield wall by taking them out of base to base. * They're relatively slow. * Smite is a handy rule, but unless you've got a warjack or other multi-box target boxed in by other large bases or an obstruction, it may only be worth using on the final model to attack. == Synergy == <!-- Which models work well with this? --> * Taking [[Arcane Shield]] from the rack for Assailers makes them ARM23. * Their speed is their main drawback, so making that that ARM23 unappetising with [[Captain Athena di Baro]]'s feat or speeding them up [[Captain Madison Calder]]'s Crusader's Call helps them get the charge. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 6adb3f69bbc18ed7195e7ec8bf21239e71ff2918 1250 1249 2024-08-07T14:59:53Z Rork 33 /* Role and Strengths: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionniare]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Assailers.webp|thumb|right]] ''Marching to battle in mechanically augmented suits of armor, the Tempest Assailers are among the heaviest infantry ever fielded by the nation of Cygnar. The strength granted by such armor is required to wield their advanced weaponry: devastating long-handled Storm Hammers and heavy galvanic Repulsor Shields.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Assailers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 8pts ===Abilities:=== * {{Shield Wall}} ===Weapons=== {{Melee Weapon|<!--Name-->Heavy Voltaic Hammer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14|* {{Smite (★ attack)}} }} {{Melee Weapon|<!--Name-->Repulsor Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|* {{Repulsor}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're difficult to kill premier melee troops who can control hard targets. <!-- How do they do it, what do they excel at?--> * POW14 is good on infantry and once you factor in possible buffs, they can be crippling or destroying warjacks quite easily. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If your opponent can push models, they can break your shield wall by taking them out of base to base. * They're relatively slow. * Smite is a handy rule, but unless you've got a warjack or other multi-box target boxed in by other large bases or an obstruction, it may only be worth using on the final model to attack. == Synergy == <!-- Which models work well with this? --> * Taking [[Arcane Shield]] from the rack for Assailers makes them ARM23. * Their speed is their main drawback, so making that that ARM23 unappetising with [[Captain Athena di Baro]]'s feat or speeding them up [[Captain Madison Calder]]'s Crusader's Call helps them get the charge. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} e80b2a40b30c62ffbf4629252e634e376f9e9340 Editor talkpage 0 250 1238 1097 2024-08-07T03:24:39Z EchoStrike11 36 wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) I've created templates for the March and Special Orders battle plans. I've also edited the Precision Strike template so it includes the name of the ability. The more templates we can use, the more consistent things will be in the long run (and quicker to create pages, too!) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:20, 3 August 2024 (UTC) And while I'm here, I've created a template for the preamble, too. So you can just write battle plan models like this: <nowiki>* {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}}</nowiki> [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:28, 3 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) All casters now have some content, plus two solos [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:30, 3 August 2024 (UTC) Hello everyone! I'm new here and I took the liberty of starting the Tempest Assailers unit page. I have very little wiki experience and I'd appreciate if somebody could double check me. I also have no table time with the newest models so I left the commentary sections empty for now. Thanks! [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 03:24, 7 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) f8879722fed0146e5f3191c4e960b5353ef082a6 1239 1238 2024-08-07T10:33:35Z Gedditoffme 2 /* Cygnar Storm Legion */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) I've created templates for the March and Special Orders battle plans. I've also edited the Precision Strike template so it includes the name of the ability. The more templates we can use, the more consistent things will be in the long run (and quicker to create pages, too!) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:20, 3 August 2024 (UTC) And while I'm here, I've created a template for the preamble, too. So you can just write battle plan models like this: <nowiki>* {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}}</nowiki> [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:28, 3 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) All casters now have some content, plus two solos [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:30, 3 August 2024 (UTC) Hello everyone! I'm new here and I took the liberty of starting the Tempest Assailers unit page. I have very little wiki experience and I'd appreciate if somebody could double check me. I also have no table time with the newest models so I left the commentary sections empty for now. Thanks! [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 03:24, 7 August 2024 (UTC) Looks Great- Good to have you on the team :) [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:33, 7 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 1f4ce3c8dcaf841ac3f4c4e1cc61c492988562a7 1247 1239 2024-08-07T13:16:09Z Rork 33 /* Cygnar Storm Legion */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) I've created templates for the March and Special Orders battle plans. I've also edited the Precision Strike template so it includes the name of the ability. The more templates we can use, the more consistent things will be in the long run (and quicker to create pages, too!) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:20, 3 August 2024 (UTC) And while I'm here, I've created a template for the preamble, too. So you can just write battle plan models like this: <nowiki>* {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}}</nowiki> [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:28, 3 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) All casters now have some content, plus two solos [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:30, 3 August 2024 (UTC) Hello everyone! I'm new here and I took the liberty of starting the Tempest Assailers unit page. I have very little wiki experience and I'd appreciate if somebody could double check me. I also have no table time with the newest models so I left the commentary sections empty for now. Thanks! [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 03:24, 7 August 2024 (UTC) Looks Great- Good to have you on the team :) [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:33, 7 August 2024 (UTC) * I've converted Shield Wall, Smite star attack and Repulsor all to templates for reuse on other pages. I've sprinkled in a little bit about synergy, too. [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 13:15, 7 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) b0c871f6068b24b4275fcf1b3cd2bf63c96c5c82 1248 1247 2024-08-07T14:48:25Z Rork 33 /* Cygnar Storm Legion */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) I've created templates for the March and Special Orders battle plans. I've also edited the Precision Strike template so it includes the name of the ability. The more templates we can use, the more consistent things will be in the long run (and quicker to create pages, too!) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:20, 3 August 2024 (UTC) And while I'm here, I've created a template for the preamble, too. So you can just write battle plan models like this: <nowiki>* {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}}</nowiki> [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:28, 3 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) All casters now have some content, plus two solos [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:30, 3 August 2024 (UTC) Hello everyone! I'm new here and I took the liberty of starting the Tempest Assailers unit page. I have very little wiki experience and I'd appreciate if somebody could double check me. I also have no table time with the newest models so I left the commentary sections empty for now. Thanks! [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 03:24, 7 August 2024 (UTC) Looks Great- Good to have you on the team :) [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:33, 7 August 2024 (UTC) * I've converted Shield Wall, Smite star attack and Repulsor all to templates for reuse on other pages. I've sprinkled in a little bit about synergy, too. [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 13:15, 7 August 2024 (UTC) ** And in case anyone wants to use it, I used the star ★ from https://symbl.cc/en/2605/ . (You can just copy that star I used ^_^) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 14:48, 7 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) ca5e7ec8be564a122ad499cbc6f04cb2c19ff2b6 Template:Smite (★ attack) 10 391 1241 2024-08-07T13:08:07Z Rork 33 Created page with "'''Smite''' (★ Attack) - The model hit is slammed d6" directly away from this model. If the model hit has a larger base than the attacking model it is moved only half the distance rolled. The POW of collateral damage is equal to the POW of this weapon." wikitext text/x-wiki '''Smite''' (★ Attack) - The model hit is slammed d6" directly away from this model. If the model hit has a larger base than the attacking model it is moved only half the distance rolled. The POW of collateral damage is equal to the POW of this weapon. 08cd3a01cd9a46fc1cbd3e81fb002f94f90d654a Template:Repulsor 10 392 1243 2024-08-07T13:09:16Z Rork 33 Created page with "'''Repulsor''' - When this model hits an enemy model with this weapon, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack, after the attack is resolved, the attacking model is pushed 1" directly away from this model." wikitext text/x-wiki '''Repulsor''' - When this model hits an enemy model with this weapon, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack, after the attack is resolved, the attacking model is pushed 1" directly away from this model. 179a7a21ed1041d5953921a9d26f9dbe638df926 Template:Shield Wall 10 393 1245 2024-08-07T13:10:56Z Rork 33 Created page with "'''Shield Wall''' - While this model is B2B with one or more models in its unit, it gains +2 ARM and cannot be knocked down." wikitext text/x-wiki '''Shield Wall''' - While this model is B2B with one or more models in its unit, it gains +2 ARM and cannot be knocked down. 7910c96a64ee86bb8a0d42e290075b7fdbed1284 Tempest Assailers 0 390 1251 1250 2024-08-07T15:01:45Z Rork 33 /* Synergy */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionniare]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Assailers.webp|thumb|right]] ''Marching to battle in mechanically augmented suits of armor, the Tempest Assailers are among the heaviest infantry ever fielded by the nation of Cygnar. The strength granted by such armor is required to wield their advanced weaponry: devastating long-handled Storm Hammers and heavy galvanic Repulsor Shields.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Assailers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 8pts ===Abilities:=== * {{Shield Wall}} ===Weapons=== {{Melee Weapon|<!--Name-->Heavy Voltaic Hammer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14|* {{Smite (★ attack)}} }} {{Melee Weapon|<!--Name-->Repulsor Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|* {{Repulsor}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're difficult to kill premier melee troops who can control hard targets. <!-- How do they do it, what do they excel at?--> * POW14 is good on infantry and once you factor in possible buffs, they can be crippling or destroying warjacks quite easily. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If your opponent can push models, they can break your shield wall by taking them out of base to base. * They're relatively slow. * Smite is a handy rule, but unless you've got a warjack or other multi-box target boxed in by other large bases or an obstruction, it may only be worth using on the final model to attack. == Synergy == <!-- Which models work well with this? --> * With most casters, they're not taking out a Warjack in one round. If you can use [[Disruption]] on the 'jack then slam it, your opponent has a fairly useless lump of metal on their hands for their coming turn. * Taking [[Arcane Shield]] from the rack for Assailers makes them ARM23. * Their speed is their main drawback, so making that that ARM23 unappetising with [[Captain Athena di Baro]]'s feat or speeding them up [[Captain Madison Calder]]'s Crusader's Call helps them get the charge. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} c56f925fab960b6d264ed0c4710495516b0f0706 1271 1251 2024-08-08T04:04:14Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionniare]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Assailers.webp|thumb|right]] ''Marching to battle in mechanically augmented suits of armor, the Tempest Assailers are among the heaviest infantry ever fielded by the nation of Cygnar. The strength granted by such armor is required to wield their advanced weaponry: devastating long-handled Storm Hammers and heavy galvanic Repulsor Shields.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Assailers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 8pts ===Abilities:=== * '''Resistance: Electricity''' * {{Shield Wall}} ===Weapons=== {{Melee Weapon|<!--Name-->Heavy Voltaic Hammer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14|* {{Smite (★ attack)}} }} {{Melee Weapon|<!--Name-->Repulsor Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|* {{Repulsor}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're difficult to kill premier melee troops who can control hard targets. <!-- How do they do it, what do they excel at?--> * POW14 is good on infantry and once you factor in possible buffs, they can be crippling or destroying warjacks quite easily. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If your opponent can push models, they can break your shield wall by taking them out of base to base. * They're relatively slow. * Smite is a handy rule, but unless you've got a warjack or other multi-box target boxed in by other large bases or an obstruction, it may only be worth using on the final model to attack. == Synergy == <!-- Which models work well with this? --> * With most casters, they're not taking out a Warjack in one round. If you can use [[Disruption]] on the 'jack then slam it, your opponent has a fairly useless lump of metal on their hands for their coming turn. * Taking [[Arcane Shield]] from the rack for Assailers makes them ARM23. * Their speed is their main drawback, so making that that ARM23 unappetising with [[Captain Athena di Baro]]'s feat or speeding them up [[Captain Madison Calder]]'s Crusader's Call helps them get the charge. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 13ee6bc4dd9074381cdb2b0d72dbfd3672db2354 1294 1271 2024-08-10T06:43:45Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionnaire]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Assailers.webp|thumb|right]] ''Marching to battle in mechanically augmented suits of armor, the Tempest Assailers are among the heaviest infantry ever fielded by the nation of Cygnar. The strength granted by such armor is required to wield their advanced weaponry: devastating long-handled Storm Hammers and heavy galvanic Repulsor Shields.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Assailers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 8pts ===Abilities:=== * '''Resistance: Electricity''' * {{Shield Wall}} ===Weapons=== {{Melee Weapon|<!--Name-->Heavy Voltaic Hammer|<!--MAT-->7|<!--RNG-->2|<!--POW-->14|* {{Smite (★ attack)}} }} {{Melee Weapon|<!--Name-->Repulsor Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|* {{Repulsor}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're difficult to kill premier melee troops who can control hard targets. <!-- How do they do it, what do they excel at?--> * POW14 is good on infantry and once you factor in possible buffs, they can be crippling or destroying warjacks quite easily. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If your opponent can push models, they can break your shield wall by taking them out of base to base. * They're relatively slow. * Smite is a handy rule, but unless you've got a warjack or other multi-box target boxed in by other large bases or an obstruction, it may only be worth using on the final model to attack. == Synergy == <!-- Which models work well with this? --> * With most casters, they're not taking out a Warjack in one round. If you can use [[Disruption]] on the 'jack then slam it, your opponent has a fairly useless lump of metal on their hands for their coming turn. * Taking [[Arcane Shield]] from the rack for Assailers makes them ARM23. * Their speed is their main drawback, so making that that ARM23 unappetising with [[Captain Athena di Baro]]'s feat or speeding them up [[Captain Madison Calder]]'s Crusader's Call helps them get the charge. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 840d155268bd67b6908a195b74ddbe77a816ce0b Braghen Ragemonger 0 210 1252 731 2024-08-07T17:52:16Z 50.209.174.90 0 /* Tricks: */ wikitext text/x-wiki == Braghen Ragemonger == ''A cunning warlock, rootless wanderer, and notorious trollkin pirate of exceptional appetites, Braghen Ragemonger arrived in Alchiere before even the foundation of the Southern Kriels. Seemingly unable to stay in any place for long, he claims he must move constantly to survive like the great sharks with whom he has established a strange kinship.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Unstoppable''' * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' * '''Snacking''' - {{ Snacking }} ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fortify stacks well with Unyielding on your Deepborns. * Fury's Strength can go on Ragemonger himself for an assassination run, or the usual Marauder targets. * Tides of War cam make your clump of Deepborns more maneuverable. It lets them get out of each others’ way, or repo into contesting range of an objective. * Powder Keg - Feat makes a crit much more likely. (A roll of 1 and 6, or 6 and 1, or 1 and 1, are all crits). Feating, casting Powder Keg, boosting to hit, and using a reroll from Moriarty's Puppet Master if you fail, you have an 80% chance to crit on either the first try or the reroll. If you're trying this plan, you probably want the Arcane Forces card for the +5 range on the spell. == Roles and Strengths: == Extremely good feat. Think of it as making all your dice extremely reliable on the turn you need them to be. For instance, you know you can never roll below a 4 on 2d6. So there are certain kinds of failure that just can't happen. At the same time, you'll get more dice spikes and critical hits than normal. Unyielding on all your beasts makes them very hard to kill. This is so good it's almost like a second feat, but you get it every turn. Finally, Ragemonger is always threatening a jump/charge/throw/drag assassination, so enemy casters have to play very carefully. == Downsides: == Small control range. It’s easy to accidentally leave your marauders outside of control and unable to enjoy the benefits of feat. Tantrum has an even smaller range. An opponent can play around it, avoiding triggering it by only targeting things farther away. If you keep all your beasts in Tantrum range, they'll be pretty clustered together, reducing your scenario presence. The Skewer plan can be stopped by walls/barriers, shield guards, intervening models, etc. == Tricks: == To reduce your vulnerability to shooting assassination, you can give Ragemonger Stealth. This requires two models - a Booty Boss, and a Deepborn with Floodwaters animus. He has Amphibious, which turns water into concealment, and the Sneak plan from the Boss turns concealment into Stealth. Many things can ignore Stealth, so you don't want to rely entirely on Stealth, but make it part of a layered defense along with Rough Seas, Shield Guard, cover, etc. Ragemonger can cast Floodwaters himself to get an area of shallow water that moves with him. Or if he's too strapped for fury (he often wants to cast Tantrum, Fortify, and Rough Seas first turn, but has to choose 2 of 3) you can have the Deepborn cast its animus and then run to within 5" of Ragemonger. You might want to move your Reef Troll and Marauders before casting the Floodwaters, since they don't have pathfinder. You can use Shield Guard to make triggering Tantrum more likely. For example: have a high-value, tempting target for shooting - like a Battle Brig! - up front, with a Shield Guard Reef Troll 3" behind it, and Ragemonger up to 5" behind that model. Now a shot on your brig can be redirected to your Reef Troll, so they can't shoot the Brig without triggering Tantrum. When positioning your battlegroup, make sure that you leave 3" of space in front of some of the models for something to take an advantageous Tantrum move. Don't block yourself up so much that Tantrum triggers but then you can't take advantage of it! You have a crazy assassination threat by 1. taking a Tantrum move with Ragemonger, 2. charging something, 3. Jumping the Shark, 4. casting Far Strike on yourself, 5. throwing the harpoon to drag an enemy leader, 6. Buying attacks with the rest of your fury. (Remember you don't have to actually do this to win a game; just the *threat* of doing this can sometimes scare your opponent into keeping their caster out of the fight.) Watch out - a shield guard or a Barrier near the enemy leader can ruin this plan. A Reef Troll with Harpoon can do a first drag to set up Ragemonger’s second drag. If you take Moriarty and rack Fury's Strength, then Moriarty can cast it on Ragemonger the turn you attempt an assassination. Or she can Puppet Master ragemonger. A Booty Boss can also use Stir the Blood on him. Both of these buffs say "warrior model/unit" and Ragemonger qualifies. With both buffs together, his melee weapon becomes POW 18. I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3 + 4. == List Design == === Recommended choices === * Some high-armor Deepborns. He gives them all Unyielding which is a great armor buff that can't be ignored by Blessing or chain weapons. Maximize the armor skew by giving them Spearback fins and Shark Skull Gauntlets. A Cantankerous head, Spearback fin, Anchor, and Shark Skull Gauntlet is 15 points and it's ARM 23 in melee. You can take up to 4 of these. One of them can have Fortify to be ARM 25 in melee! * A shield-guard Reef Troll. An opponent probably avoids shooting at your battlegroup when you have tantrum up, and will shoot at your Marauders or Battle Brig instead - but if the Reef Troll is 3" behind them, guess what! The Reef Troll shield guards it, your battlegroup has been damaged, and now Tantrum triggers. This Reef Troll should have the Far Strike animus, so Ragemonger can cast it on himself for +3" harpoon skewer range. * Quartermaster-led Marauder units are among the best beneficiaries of Ragemonger’s feat. The quartermaster’s shotgun sprays roll a lot of dice. So do the marauders in its unit. Jump the Shark stacks with the Marauder's two mini-feats. Some people like to play 4x Quartermasters (the max FA). * Some kind of independent module that can move around the board outside of Ragemonger’s control range. Because of the 5" area of Tantrum, Ragemonger and his beasts tend to move around the board in a tight brick, which can make it hard to contest all the scenario zones. This is why you want an independent module - like Carver Ultimus and MMD47, or a Battle Brig, or both - to go fight for the distant objectives. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 3822afd55aac073052683a560fe83e7abc88c0b5 1253 1252 2024-08-07T17:54:48Z 50.209.174.90 0 /* Downsides: */ wikitext text/x-wiki == Braghen Ragemonger == ''A cunning warlock, rootless wanderer, and notorious trollkin pirate of exceptional appetites, Braghen Ragemonger arrived in Alchiere before even the foundation of the Southern Kriels. Seemingly unable to stay in any place for long, he claims he must move constantly to survive like the great sharks with whom he has established a strange kinship.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Unstoppable''' * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' * '''Snacking''' - {{ Snacking }} ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fortify stacks well with Unyielding on your Deepborns. * Fury's Strength can go on Ragemonger himself for an assassination run, or the usual Marauder targets. * Tides of War cam make your clump of Deepborns more maneuverable. It lets them get out of each others’ way, or repo into contesting range of an objective. * Powder Keg - Feat makes a crit much more likely. (A roll of 1 and 6, or 6 and 1, or 1 and 1, are all crits). Feating, casting Powder Keg, boosting to hit, and using a reroll from Moriarty's Puppet Master if you fail, you have an 80% chance to crit on either the first try or the reroll. If you're trying this plan, you probably want the Arcane Forces card for the +5 range on the spell. == Roles and Strengths: == Extremely good feat. Think of it as making all your dice extremely reliable on the turn you need them to be. For instance, you know you can never roll below a 4 on 2d6. So there are certain kinds of failure that just can't happen. At the same time, you'll get more dice spikes and critical hits than normal. Unyielding on all your beasts makes them very hard to kill. This is so good it's almost like a second feat, but you get it every turn. Finally, Ragemonger is always threatening a jump/charge/throw/drag assassination, so enemy casters have to play very carefully. == Downsides: == Small control range. It’s easy to accidentally leave your marauders outside of control and unable to enjoy the benefits of feat. At only DEF 14 and with a large base, Ragemonger is vulnerable to shooting assassination. The large base is a drawback in a world where Volume Fire is such a prevalent rule. The large base also makes it harder to block LOS to him. His Unyielding only applies in melee, so he is only ARM 17 against shooting. Tantrum is a weaker than Avenging Force. An opponent can barely ever avoid triggering Avenging Force, but they can avoid triggering Tantrum by choosing to attack your infantry and not your battlegroup. Tantrum also requires a beast to be within 5" of Ragemonger, which means you have to bunch up your battlegroup pretty tightly if you want to take advantage of it. If you do move your beasts around in a brick, it reduces your scenario presence. The Skewer plan can be stopped by walls/barriers, shield guards, intervening models, etc. == Tricks: == To reduce your vulnerability to shooting assassination, you can give Ragemonger Stealth. This requires two models - a Booty Boss, and a Deepborn with Floodwaters animus. He has Amphibious, which turns water into concealment, and the Sneak plan from the Boss turns concealment into Stealth. Many things can ignore Stealth, so you don't want to rely entirely on Stealth, but make it part of a layered defense along with Rough Seas, Shield Guard, cover, etc. Ragemonger can cast Floodwaters himself to get an area of shallow water that moves with him. Or if he's too strapped for fury (he often wants to cast Tantrum, Fortify, and Rough Seas first turn, but has to choose 2 of 3) you can have the Deepborn cast its animus and then run to within 5" of Ragemonger. You might want to move your Reef Troll and Marauders before casting the Floodwaters, since they don't have pathfinder. You can use Shield Guard to make triggering Tantrum more likely. For example: have a high-value, tempting target for shooting - like a Battle Brig! - up front, with a Shield Guard Reef Troll 3" behind it, and Ragemonger up to 5" behind that model. Now a shot on your brig can be redirected to your Reef Troll, so they can't shoot the Brig without triggering Tantrum. When positioning your battlegroup, make sure that you leave 3" of space in front of some of the models for something to take an advantageous Tantrum move. Don't block yourself up so much that Tantrum triggers but then you can't take advantage of it! You have a crazy assassination threat by 1. taking a Tantrum move with Ragemonger, 2. charging something, 3. Jumping the Shark, 4. casting Far Strike on yourself, 5. throwing the harpoon to drag an enemy leader, 6. Buying attacks with the rest of your fury. (Remember you don't have to actually do this to win a game; just the *threat* of doing this can sometimes scare your opponent into keeping their caster out of the fight.) Watch out - a shield guard or a Barrier near the enemy leader can ruin this plan. A Reef Troll with Harpoon can do a first drag to set up Ragemonger’s second drag. If you take Moriarty and rack Fury's Strength, then Moriarty can cast it on Ragemonger the turn you attempt an assassination. Or she can Puppet Master ragemonger. A Booty Boss can also use Stir the Blood on him. Both of these buffs say "warrior model/unit" and Ragemonger qualifies. With both buffs together, his melee weapon becomes POW 18. I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3 + 4. == List Design == === Recommended choices === * Some high-armor Deepborns. He gives them all Unyielding which is a great armor buff that can't be ignored by Blessing or chain weapons. Maximize the armor skew by giving them Spearback fins and Shark Skull Gauntlets. A Cantankerous head, Spearback fin, Anchor, and Shark Skull Gauntlet is 15 points and it's ARM 23 in melee. You can take up to 4 of these. One of them can have Fortify to be ARM 25 in melee! * A shield-guard Reef Troll. An opponent probably avoids shooting at your battlegroup when you have tantrum up, and will shoot at your Marauders or Battle Brig instead - but if the Reef Troll is 3" behind them, guess what! The Reef Troll shield guards it, your battlegroup has been damaged, and now Tantrum triggers. This Reef Troll should have the Far Strike animus, so Ragemonger can cast it on himself for +3" harpoon skewer range. * Quartermaster-led Marauder units are among the best beneficiaries of Ragemonger’s feat. The quartermaster’s shotgun sprays roll a lot of dice. So do the marauders in its unit. Jump the Shark stacks with the Marauder's two mini-feats. Some people like to play 4x Quartermasters (the max FA). * Some kind of independent module that can move around the board outside of Ragemonger’s control range. Because of the 5" area of Tantrum, Ragemonger and his beasts tend to move around the board in a tight brick, which can make it hard to contest all the scenario zones. This is why you want an independent module - like Carver Ultimus and MMD47, or a Battle Brig, or both - to go fight for the distant objectives. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} d5788bc82c891da7771f407ebc01d9e4a1e051ff 1254 1253 2024-08-07T17:57:24Z 50.209.174.90 0 /* Recommended choices */ wikitext text/x-wiki == Braghen Ragemonger == ''A cunning warlock, rootless wanderer, and notorious trollkin pirate of exceptional appetites, Braghen Ragemonger arrived in Alchiere before even the foundation of the Southern Kriels. Seemingly unable to stay in any place for long, he claims he must move constantly to survive like the great sharks with whom he has established a strange kinship.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Ragemonger ''' || 6 || 6 || 7 || 6 || 14 || 17 || 6 || 12 |} ===Abilities:=== * '''Unstoppable''' * '''Tough''' * '''Dual Attack''' * '''Amphibious''' * '''Cavalry''' * '''Unyielding''' - {{ Unyielding }} * '''Field Marshall: Unyielding ''' - all Cohort models in this model's battlegroup gain Unyielding. * '''Reposition [3"]''' * '''Snacking''' - {{ Snacking }} ===Weapons=== {{Ranged Weapon|Thrown Whaler|6|8|1|-|14|* '''Magical Weapon'''<br> * '''Critical Weaken''' {{ Critical Weaken }}<br> * '''Skewer''' {{ Skewer }} }} {{Melee Weapon|Whaler|7|2|14|* '''Magical Weapon'''<br> * '''Critical Weaken ''' {{ Critical Weaken }}<br> }} {{Melee Weapon|Shark Bite|7|1|12|* '''Critical Consume ''' {{ Critical Consume }}<br> }} == Feat: Jump the Shark == Place Ragemonger anywhere completely within 5" of his current location. Additionally, when a friendly Faction model rolls a 1 on a die in an attack or damage roll while in Ragemongers's control area, count that die face as a 6. Jump the Shark lasts for one turn. === Spells === {{Tantrum}} {{Watery Grave}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fortify stacks well with Unyielding on your Deepborns. * Fury's Strength can go on Ragemonger himself for an assassination run, or the usual Marauder targets. * Tides of War cam make your clump of Deepborns more maneuverable. It lets them get out of each others’ way, or repo into contesting range of an objective. * Powder Keg - Feat makes a crit much more likely. (A roll of 1 and 6, or 6 and 1, or 1 and 1, are all crits). Feating, casting Powder Keg, boosting to hit, and using a reroll from Moriarty's Puppet Master if you fail, you have an 80% chance to crit on either the first try or the reroll. If you're trying this plan, you probably want the Arcane Forces card for the +5 range on the spell. == Roles and Strengths: == Extremely good feat. Think of it as making all your dice extremely reliable on the turn you need them to be. For instance, you know you can never roll below a 4 on 2d6. So there are certain kinds of failure that just can't happen. At the same time, you'll get more dice spikes and critical hits than normal. Unyielding on all your beasts makes them very hard to kill. This is so good it's almost like a second feat, but you get it every turn. Finally, Ragemonger is always threatening a jump/charge/throw/drag assassination, so enemy casters have to play very carefully. == Downsides: == Small control range. It’s easy to accidentally leave your marauders outside of control and unable to enjoy the benefits of feat. At only DEF 14 and with a large base, Ragemonger is vulnerable to shooting assassination. The large base is a drawback in a world where Volume Fire is such a prevalent rule. The large base also makes it harder to block LOS to him. His Unyielding only applies in melee, so he is only ARM 17 against shooting. Tantrum is a weaker than Avenging Force. An opponent can barely ever avoid triggering Avenging Force, but they can avoid triggering Tantrum by choosing to attack your infantry and not your battlegroup. Tantrum also requires a beast to be within 5" of Ragemonger, which means you have to bunch up your battlegroup pretty tightly if you want to take advantage of it. If you do move your beasts around in a brick, it reduces your scenario presence. The Skewer plan can be stopped by walls/barriers, shield guards, intervening models, etc. == Tricks: == To reduce your vulnerability to shooting assassination, you can give Ragemonger Stealth. This requires two models - a Booty Boss, and a Deepborn with Floodwaters animus. He has Amphibious, which turns water into concealment, and the Sneak plan from the Boss turns concealment into Stealth. Many things can ignore Stealth, so you don't want to rely entirely on Stealth, but make it part of a layered defense along with Rough Seas, Shield Guard, cover, etc. Ragemonger can cast Floodwaters himself to get an area of shallow water that moves with him. Or if he's too strapped for fury (he often wants to cast Tantrum, Fortify, and Rough Seas first turn, but has to choose 2 of 3) you can have the Deepborn cast its animus and then run to within 5" of Ragemonger. You might want to move your Reef Troll and Marauders before casting the Floodwaters, since they don't have pathfinder. You can use Shield Guard to make triggering Tantrum more likely. For example: have a high-value, tempting target for shooting - like a Battle Brig! - up front, with a Shield Guard Reef Troll 3" behind it, and Ragemonger up to 5" behind that model. Now a shot on your brig can be redirected to your Reef Troll, so they can't shoot the Brig without triggering Tantrum. When positioning your battlegroup, make sure that you leave 3" of space in front of some of the models for something to take an advantageous Tantrum move. Don't block yourself up so much that Tantrum triggers but then you can't take advantage of it! You have a crazy assassination threat by 1. taking a Tantrum move with Ragemonger, 2. charging something, 3. Jumping the Shark, 4. casting Far Strike on yourself, 5. throwing the harpoon to drag an enemy leader, 6. Buying attacks with the rest of your fury. (Remember you don't have to actually do this to win a game; just the *threat* of doing this can sometimes scare your opponent into keeping their caster out of the fight.) Watch out - a shield guard or a Barrier near the enemy leader can ruin this plan. A Reef Troll with Harpoon can do a first drag to set up Ragemonger’s second drag. If you take Moriarty and rack Fury's Strength, then Moriarty can cast it on Ragemonger the turn you attempt an assassination. Or she can Puppet Master ragemonger. A Booty Boss can also use Stir the Blood on him. Both of these buffs say "warrior model/unit" and Ragemonger qualifies. With both buffs together, his melee weapon becomes POW 18. I believe the current ruling for how Jump the Shark interacts with other dice-modification is that Jump the Shark is applied before deciding which dice to drop. So for example, if a model is affected by both Jump the Shark and Star-Crossed, and you roll 1, 3, 4, then the 1 turns into a 6 and is then dropped for a final roll of 3 + 4. == List Design == === Recommended choices === * Some high-armor Deepborns. He gives them all Unyielding which is a great armor buff that can't be ignored by Blessing or chain weapons. Maximize the armor skew by giving them Spearback fins and Shark Skull Gauntlets. A Cantankerous head, Spearback fin, Anchor, and Shark Skull Gauntlet is 15 points and it's ARM 23 in melee. You can take up to 4 of these. One of them can have Fortify to be ARM 25 in melee! * A shield-guard Reef Troll. Shield Guard protects Ragemonger from shooting and also makes it easier to trigger Tantrum. This Reef Troll should have the Far Strike animus, so Ragemonger can cast it on himself for +3" harpoon skewer range. * Quartermaster-led Marauder units are among the best beneficiaries of Ragemonger’s feat. The quartermaster’s shotgun sprays roll a lot of dice. So do the marauders in its unit. Jump the Shark stacks with the Marauder's two mini-feats. Some people like to play 4x Quartermasters (the max FA). * Some kind of independent module that can move around the board outside of Ragemonger’s control range. Because of the 5" area of Tantrum, Ragemonger and his beasts tend to move around the board in a tight brick, which can make it hard to contest all the scenario zones. This is why you want an independent module - like Carver Ultimus and MMD47, or a Battle Brig, or both - to go fight for the distant objectives. * Moriarty, for the free upkeep, and for the ability to extend buffs like Fury's Strength onto parts of your army far from Ragemonger. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 844b9efcb07ee29bb562589020a534f1555590d8 Deepborn Dire Troll 0 101 1255 1206 2024-08-07T18:01:08Z 50.209.174.90 0 /* Recommended loadouts */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * {{Regeneration|d3}} * {{Snacking}} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * {{Drag}} }} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. **POW 19 (21 with Rage), free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ** ARM 21. With Fortify it's ARM 23, and with [[Braghen Ragemonger]] and Fortify it's ARM 25 in melee ! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. ** Boostable sprays are very good, especially long-range ones that cause corrosion and blind! [[Captain Firequill]] likes this loadout. *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. ** It's very good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * {{Brineblood Marauders Footer}} 7149bad6e0f4a5e33ba329a9122d5db5d4d2d032 1256 1255 2024-08-07T18:07:34Z 50.209.174.90 0 /* Tricks: */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * {{Regeneration|d3}} * {{Snacking}} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * {{Drag}} }} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. **POW 19 (21 with Rage), free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ** ARM 21. With Fortify it's ARM 23, and with [[Braghen Ragemonger]] and Fortify it's ARM 25 in melee ! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. ** Boostable sprays are very good, especially long-range ones that cause corrosion and blind! [[Captain Firequill]] likes this loadout. *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. ** It's very good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). == Synergy == <!-- Which models work well with this? --> * == Tricks: == <!-- dot point list of cool plays and combos--> * Send a Squid Blaster + Bellow Deepborn into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack! * Anchor + Spearback fin Deepborn: There is a chance you roll a critical hit on your Retaliatory Strike. With the Anchor's Crit Smite this will slam the model attacking you, possibly taking it out of melee range and ruining your opponent's plans. * Floodwaters gives Amphibious models Concealment while within 5" of the caster. This covers a surprisingly large area - with the Deepborn's base size, this covers an almost 12" diameter circle of the table. (Also, due to the way it's worded, a model only has to be partly within, not completely within, 5" to count as being fully in water.) Not only does this concealment make Deepborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. * Snacking is a Remove-from-play effect so it prevents recursion abilities, whether you need the healing or not. If you do need the healing, don't forget about Snacking and Regeneration! * The free charge from the Minnow Fin is very good - it's an indirect damage buff, since it boosts the damage on your charge attack while leaving more fury for buying attacks. And this is the cheapest fin! {{Brineblood Marauders Footer}} e22c8de7186a84af8b432660c6bbb3b46123828a 1257 1256 2024-08-07T18:10:50Z 50.209.174.90 0 /* Synergy */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * {{Regeneration|d3}} * {{Snacking}} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * {{Drag}} }} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. **POW 19 (21 with Rage), free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ** ARM 21. With Fortify it's ARM 23, and with [[Braghen Ragemonger]] and Fortify it's ARM 25 in melee ! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. ** Boostable sprays are very good, especially long-range ones that cause corrosion and blind! [[Captain Firequill]] likes this loadout. *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. ** It's very good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). == Synergy == <!-- Which models work well with this? --> * Loves the Fortify spell (from the rack) to make it harder to kill and immune to slams/knockdowns. * Some [[Pyg Galley Crew]] nearby can help with managing the large amount of fury it tends to generate. == Tricks: == <!-- dot point list of cool plays and combos--> * Send a Squid Blaster + Bellow Deepborn into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack! * Anchor + Spearback fin Deepborn: There is a chance you roll a critical hit on your Retaliatory Strike. With the Anchor's Crit Smite this will slam the model attacking you, possibly taking it out of melee range and ruining your opponent's plans. * Floodwaters gives Amphibious models Concealment while within 5" of the caster. This covers a surprisingly large area - with the Deepborn's base size, this covers an almost 12" diameter circle of the table. (Also, due to the way it's worded, a model only has to be partly within, not completely within, 5" to count as being fully in water.) Not only does this concealment make Deepborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. * Snacking is a Remove-from-play effect so it prevents recursion abilities, whether you need the healing or not. If you do need the healing, don't forget about Snacking and Regeneration! * The free charge from the Minnow Fin is very good - it's an indirect damage buff, since it boosts the damage on your charge attack while leaving more fury for buying attacks. And this is the cheapest fin! {{Brineblood Marauders Footer}} 982c9b4c7f82cbdaf7e6b506e8a4528352ab7f99 1258 1257 2024-08-07T18:14:26Z 50.209.174.90 0 /* Tricks: */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * {{Regeneration|d3}} * {{Snacking}} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * {{Drag}} }} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. **POW 19 (21 with Rage), free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ** ARM 21. With Fortify it's ARM 23, and with [[Braghen Ragemonger]] and Fortify it's ARM 25 in melee ! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. ** Boostable sprays are very good, especially long-range ones that cause corrosion and blind! [[Captain Firequill]] likes this loadout. *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. ** It's very good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). == Synergy == <!-- Which models work well with this? --> * Loves the Fortify spell (from the rack) to make it harder to kill and immune to slams/knockdowns. * Some [[Pyg Galley Crew]] nearby can help with managing the large amount of fury it tends to generate. == Tricks: == <!-- dot point list of cool plays and combos--> * Send a Squid Blaster + Bellow Deepborn into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack! * Anchor + Spearback fin Deepborn: There is a chance you roll a critical hit on your Retaliatory Strike. With the Anchor's Crit Smite this will slam the model attacking you, possibly taking it out of melee range and ruining your opponent's plans. * Floodwaters gives Amphibious models Concealment while within 5" of the caster. This covers a surprisingly large area - with the Deepborn's base size, this covers an almost 12" diameter circle of the table. (Also, due to the way it's worded, a model only has to be partly within, not completely within, 5" to count as being fully in water.) Not only does this concealment make Deepborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. * Snacking is a Remove-from-play effect so it prevents recursion abilities, whether you need the healing or not. If you do need the healing, don't forget about Snacking and Regeneration! * The free charge from the Minnow Fin is very good - it's an indirect damage buff, since it boosts the damage on your charge attack while leaving more fury for buying attacks. And this is the cheapest fin! * A Deepborn can Rage itself, but this is not a very effective use of 2 fury compared to buying 2 more attacks. It's better to cast Rage onto your Deepborn before it activates, either cast by your Warlock for 2 fury, or cast by a second Deepborn by forcing for 2. It sometimes makes sense to hold a Cantankerous-Head Deepborn back as a Rage-dispenser for the other Deepborns that you send in to attack. {{Brineblood Marauders Footer}} a72996bf8fad3ab4c823f46f748582b157af00a1 1259 1258 2024-08-07T18:16:29Z 50.209.174.90 0 /* Synergy */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * {{Regeneration|d3}} * {{Snacking}} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * {{Drag}} }} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. **POW 19 (21 with Rage), free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ** ARM 21. With Fortify it's ARM 23, and with [[Braghen Ragemonger]] and Fortify it's ARM 25 in melee ! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. ** Boostable sprays are very good, especially long-range ones that cause corrosion and blind! [[Captain Firequill]] likes this loadout. *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. ** It's very good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). == Synergy == <!-- Which models work well with this? --> * Loves the Fortify spell (from the rack) to make it harder to kill and immune to slams/knockdowns. * Some [[Pyg Galley Crew]] nearby can help with managing the large amount of fury it tends to generate. * Any Amphibious models (Pygs, other Deepborns, frogs) benefit from the Floodwaters animus. * Any other Beasts benefit from the Rage animus (note that it adds to ranged damage as well as melee damage.) * Therefore one of the biggest synergies with Deepborns is ''more Deepborns'', since they benefit from each other's animi. == Tricks: == <!-- dot point list of cool plays and combos--> * Send a Squid Blaster + Bellow Deepborn into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack! * Anchor + Spearback fin Deepborn: There is a chance you roll a critical hit on your Retaliatory Strike. With the Anchor's Crit Smite this will slam the model attacking you, possibly taking it out of melee range and ruining your opponent's plans. * Floodwaters gives Amphibious models Concealment while within 5" of the caster. This covers a surprisingly large area - with the Deepborn's base size, this covers an almost 12" diameter circle of the table. (Also, due to the way it's worded, a model only has to be partly within, not completely within, 5" to count as being fully in water.) Not only does this concealment make Deepborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. * Snacking is a Remove-from-play effect so it prevents recursion abilities, whether you need the healing or not. If you do need the healing, don't forget about Snacking and Regeneration! * The free charge from the Minnow Fin is very good - it's an indirect damage buff, since it boosts the damage on your charge attack while leaving more fury for buying attacks. And this is the cheapest fin! * A Deepborn can Rage itself, but this is not a very effective use of 2 fury compared to buying 2 more attacks. It's better to cast Rage onto your Deepborn before it activates, either cast by your Warlock for 2 fury, or cast by a second Deepborn by forcing for 2. It sometimes makes sense to hold a Cantankerous-Head Deepborn back as a Rage-dispenser for the other Deepborns that you send in to attack. {{Brineblood Marauders Footer}} 8deb260ecc0eddc7119c738f945af42d94033d4d 1260 1259 2024-08-07T18:19:51Z 50.209.174.90 0 /* Tricks: */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * {{Regeneration|d3}} * {{Snacking}} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * {{Drag}} }} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. **POW 19 (21 with Rage), free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ** ARM 21. With Fortify it's ARM 23, and with [[Braghen Ragemonger]] and Fortify it's ARM 25 in melee ! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. ** Boostable sprays are very good, especially long-range ones that cause corrosion and blind! [[Captain Firequill]] likes this loadout. *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. ** It's very good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). == Synergy == <!-- Which models work well with this? --> * Loves the Fortify spell (from the rack) to make it harder to kill and immune to slams/knockdowns. * Some [[Pyg Galley Crew]] nearby can help with managing the large amount of fury it tends to generate. * Any Amphibious models (Pygs, other Deepborns, frogs) benefit from the Floodwaters animus. * Any other Beasts benefit from the Rage animus (note that it adds to ranged damage as well as melee damage.) * Therefore one of the biggest synergies with Deepborns is ''more Deepborns'', since they benefit from each other's animi. == Tricks: == <!-- dot point list of cool plays and combos--> * Send a Squid Blaster + Bellow Deepborn into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack! * Anchor + Spearback fin Deepborn: There is a chance you roll a critical hit on your Retaliatory Strike. With the Anchor's Crit Smite this will slam the model attacking you, possibly taking it out of melee range and ruining your opponent's plans. * Floodwaters gives Amphibious models Concealment while within 5" of the caster. This covers a surprisingly large area - with the Deepborn's base size, this covers an almost 12" diameter circle of the table. (Also, due to the way it's worded, a model only has to be partly within, not completely within, 5" to count as being fully in water.) Not only does this concealment make Deepborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. * Snacking is a Remove-from-play effect so it prevents recursion abilities, whether you need the healing or not. If you do need the healing, don't forget about Snacking and Regeneration! * The free charge from the Minnow Fin is very good - it's an indirect damage buff, since it boosts the damage on your charge attack while leaving more fury for buying attacks. And this is the cheapest fin! * A Deepborn can Rage itself, but this is not a very effective use of 2 fury compared to buying 2 more attacks. It's better to cast Rage onto your Deepborn before it activates, either cast by your Warlock for 2 fury, or cast by a second Deepborn by forcing for 2. It sometimes makes sense to hold a Cantankerous-Head Deepborn back as a Rage-dispenser for the other Deepborns that you send in to attack. * The Drag on the Squid Tentacle is generally pretty useless, BUT if you have an Anchor + Squid Deepborn, it can be sort of like giving 2" reach to the Anchor - you charge something that's between 9" and 10" away, then use the Squid tentacle melee to drag the target into Anchor range. * Beat Back on the Anchor or Crab Net can get your Deepborn into some interesting places. For instance, charging a heavy near the enemy caster, then Beating it Back and advancing until you have melee range to the caster. (Note Beat Back doesn't trigger if the target dies from the attack.) {{Brineblood Marauders Footer}} ae751e486adc8f5000d5bf43bd8fa4a68dd40b58 1261 1260 2024-08-07T18:20:28Z 50.209.174.90 0 /* Role and Strengths: */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * {{Regeneration|d3}} * {{Snacking}} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * {{Drag}} }} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * Four fury is very good. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. **POW 19 (21 with Rage), free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ** ARM 21. With Fortify it's ARM 23, and with [[Braghen Ragemonger]] and Fortify it's ARM 25 in melee ! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. ** Boostable sprays are very good, especially long-range ones that cause corrosion and blind! [[Captain Firequill]] likes this loadout. *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. ** It's very good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). == Synergy == <!-- Which models work well with this? --> * Loves the Fortify spell (from the rack) to make it harder to kill and immune to slams/knockdowns. * Some [[Pyg Galley Crew]] nearby can help with managing the large amount of fury it tends to generate. * Any Amphibious models (Pygs, other Deepborns, frogs) benefit from the Floodwaters animus. * Any other Beasts benefit from the Rage animus (note that it adds to ranged damage as well as melee damage.) * Therefore one of the biggest synergies with Deepborns is ''more Deepborns'', since they benefit from each other's animi. == Tricks: == <!-- dot point list of cool plays and combos--> * Send a Squid Blaster + Bellow Deepborn into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack! * Anchor + Spearback fin Deepborn: There is a chance you roll a critical hit on your Retaliatory Strike. With the Anchor's Crit Smite this will slam the model attacking you, possibly taking it out of melee range and ruining your opponent's plans. * Floodwaters gives Amphibious models Concealment while within 5" of the caster. This covers a surprisingly large area - with the Deepborn's base size, this covers an almost 12" diameter circle of the table. (Also, due to the way it's worded, a model only has to be partly within, not completely within, 5" to count as being fully in water.) Not only does this concealment make Deepborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. * Snacking is a Remove-from-play effect so it prevents recursion abilities, whether you need the healing or not. If you do need the healing, don't forget about Snacking and Regeneration! * The free charge from the Minnow Fin is very good - it's an indirect damage buff, since it boosts the damage on your charge attack while leaving more fury for buying attacks. And this is the cheapest fin! * A Deepborn can Rage itself, but this is not a very effective use of 2 fury compared to buying 2 more attacks. It's better to cast Rage onto your Deepborn before it activates, either cast by your Warlock for 2 fury, or cast by a second Deepborn by forcing for 2. It sometimes makes sense to hold a Cantankerous-Head Deepborn back as a Rage-dispenser for the other Deepborns that you send in to attack. * The Drag on the Squid Tentacle is generally pretty useless, BUT if you have an Anchor + Squid Deepborn, it can be sort of like giving 2" reach to the Anchor - you charge something that's between 9" and 10" away, then use the Squid tentacle melee to drag the target into Anchor range. * Beat Back on the Anchor or Crab Net can get your Deepborn into some interesting places. For instance, charging a heavy near the enemy caster, then Beating it Back and advancing until you have melee range to the caster. (Note Beat Back doesn't trigger if the target dies from the attack.) {{Brineblood Marauders Footer}} 49d77123f4dfbbda97477560d6d8c60b6a11314b 1262 1261 2024-08-07T18:21:47Z 50.209.174.90 0 /* Tricks: */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * {{Regeneration|d3}} * {{Snacking}} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * {{Drag}} }} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * Four fury is very good. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. **POW 19 (21 with Rage), free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ** ARM 21. With Fortify it's ARM 23, and with [[Braghen Ragemonger]] and Fortify it's ARM 25 in melee ! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. ** Boostable sprays are very good, especially long-range ones that cause corrosion and blind! [[Captain Firequill]] likes this loadout. *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. ** It's very good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). == Synergy == <!-- Which models work well with this? --> * Loves the Fortify spell (from the rack) to make it harder to kill and immune to slams/knockdowns. * Some [[Pyg Galley Crew]] nearby can help with managing the large amount of fury it tends to generate. * Any Amphibious models (Pygs, other Deepborns, frogs) benefit from the Floodwaters animus. * Any other Beasts benefit from the Rage animus (note that it adds to ranged damage as well as melee damage.) * Therefore one of the biggest synergies with Deepborns is ''more Deepborns'', since they benefit from each other's animi. == Tricks: == <!-- dot point list of cool plays and combos--> * Send a Squid Blaster + Bellow Deepborn into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack! * Anchor + Spearback fin Deepborn: There is a chance you roll a critical hit on your Retaliatory Strike. With the Anchor's Crit Smite this will slam the model attacking you, possibly taking it out of melee range and ruining your opponent's plans. * Floodwaters gives Amphibious models Concealment while within 5" of the caster. This covers a surprisingly large area - with the Deepborn's base size, this covers an almost 12" diameter circle of the table. (Also, due to the way it's worded, a model only has to be partly within, not completely within, 5" to count as being fully in water.) Not only does this concealment make Deepborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. * Snacking is a Remove-from-play effect so it prevents recursion abilities, whether you need the healing or not. If you do need the healing, don't forget about Snacking and Regeneration! * The free charge from the Minnow Fin is very good - it's an indirect damage buff, since it boosts the damage on your charge attack while leaving more fury for buying attacks. And this is the cheapest fin! * A Deepborn can Rage itself, but this is not a very effective use of 2 fury compared to buying 2 more attacks. It's better to cast Rage onto your Deepborn before it activates, either cast by your Warlock for 2 fury, or cast by a second Deepborn by forcing for 2. It sometimes makes sense to hold a Cantankerous-Head Deepborn back as a Rage-dispenser for the other Deepborns that you send in to attack. * The Drag on the Squid Tentacle is generally pretty useless, BUT if you have an Anchor + Squid Deepborn, it can be sort of like giving 2" reach to the Anchor - you charge something that's between 9" and 10" away, then use the Squid tentacle melee to drag the target into Anchor range. * Beat Back on the Anchor or Crab Net can get your Deepborn into some interesting places. For instance, charging a heavy near the enemy caster, then Beating it Back and advancing until you have melee range to the caster. (Note Beat Back doesn't trigger if the target dies from the attack.) * The Hammerhead is a Chain Weapon, so against an enemy jack with a Shield (+2 armor that a chain weapon ignores), the Hammerhead does just as much damage as the Anchor. But for cheaper and with longer reach. {{Brineblood Marauders Footer}} 737892d98448a22f79284247b8d865e683dc589d 1263 1262 2024-08-07T18:23:04Z 50.209.174.90 0 /* Downsides: */ wikitext text/x-wiki == Deepborn Dire Troll == <!-- Flavour text from official selling points --> [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Deepborn ''' || <!--Spd--> 5 || <!--MAT--> 7 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 18 || 4 || 7 || <!--HP--> 30 |} ===Abilities:=== * Trample, Slam, Headbutt * Amphibious * Dual Attack * {{Regeneration|d3}} * {{Snacking}} <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Bellower PC2</big> *'''Model RAT +2''' {{Ranged Weapon|<!--Name-->Bellow|<!--RAT-->7|<!--RNG-->Sp6|1|-|<!--POW-->10|*'''Pistol'''}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Recoil</big> ''' || 1 || Self || - || - || Turn || No |- |colspan=7 style="text-align: left;"| The spellcaster gains Swift Hunter. Recoil lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".) |} <big>Cantankerous PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Rage</big> ''' || 2 || 6 || - || - || Turn || No |- |colspan=7 style="text-align: left;"| Target friendly Faction warbeast gains +2 to its damage rolls. Rage lasts for one turn. |} <big>Deep Dweller PC3</big> {{Melee Weapon|Bite|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Floodwaters</big> ''' || 2 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| While within 5" of the caster, models treat open terrain as shallow water. |} === Fin === <big>Minnow PC1</big> * Model THR +2 * '''Fight-or-Flight instinct:''' This model can run or charge without being forced. <big>Lunker PC2</big> * Model THR +1, ARM +1 * '''Overtake''' <big>Spineback PC3</big> * Model ARM +2 * '''Retaliatory Strike''' === Right Arm === <big>Anchor PC6</big> {{Melee Weapon|<!--Name-->Anchor|<!--MAT-->7|<!--RNG-->1|<!--POW-->19|*'''Beat Back''' *'''Critical Smite'''}} <big>Hammerhead PC5</big> {{Melee Weapon|<!--Name-->Hammerhead|7|2|<!--POW-->17|*'''Chain Weapon''' *'''Critical Consume'''}} <big>Narwhal Gauntlet PC5</big> {{Melee Weapon|Narwhal Gauntlet|<!--MAT-->7|<!--RNG-->1|<!--POW-->16|*'''Buckler (+1 ARM)''' *'''Sustained Attack'''}} === Left Arm === <big>Shark Skull Gauntlet PC3</big> *'''Gladiator''' {{Melee Weapon|<!--Name-->Shark Skull Gauntlet|<!--MAT-->6|<!--RNG-->1|<!--POW-->14|*'''Buckler''' *'''Open Fist'''}} <big>Squid Blaster PC6</big> {{Ranged Weapon|<!--Name-->Squid Blaster|<!--RAT-->5|<!--Rng-->Sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->14|*'''Pistol''' *'''Corrosion type, Continuous Corrosion''' * {{Critical Blind}} }} {{Melee Weapon|<!--Name-->Squid Tentacle|<!--MAT-->7|<!--RNG-->2|<!--POW-->10| * {{Drag}} }} <big>Crab Net PC5</big> {{Ranged Weapon|Crab Net|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/10|*'''Quake: On a direct hit, models hit become knocked down.'''}} {{Melee Weapon|Crab Crush|<!--MAT-->7|<!--RNG-->1|<!--POW-->14|*'''Chain Weapon''' *'''Beat Back:''' Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Simply the biggest damage dealers available to Brinebloods (not counting the Gargantuan). They are the main workhorse heavy, and have access to good weapon and animus choices. They're accurate, medium speed, and reasonably hard to kill. * Four fury is very good. * The Rage animus is quite important for the army, and it's only available on the Deepborn's Cantankerous head. You want that +2 damage buff available for your caster to hand out not just to Deepborns, but to Reef Trolls and Abyssal Kings as well. (Rage does not specify "melee", so it buffs gun damage as well!) == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can be very expensive if you go for all the frills. * Narwhal Gauntlet is quite a weak main weapon for its point cost. * Crab Net can easily knock down its own thrower if used against a target that's too close. Be careful throwing it when in melee (unless you have Fortify up). * Low Threshold makes it quite likely to frenzy if any fury is left on it. (Especially the Spineback variant). == Recommended loadouts == <!-- 2-4 common or interesting loadouts and a description of why you'd use it --> *'''No-Frills Beatstick:''' Cantankerous head + Anchor + Shark skull gauntlet + Minnow fin. 13 points. **POW 19 (21 with Rage), free charges, 3 initials, and up to 4 more attacks with fury. Lets your caster hand out Rage to other beasts as well. A fine starting point for any list. *'''Armor Brick:''' Cantankerous head + Anchor + Shark skull gauntlet + Spearback fin. 15 points. ** ARM 21. With Fortify it's ARM 23, and with [[Braghen Ragemonger]] and Fortify it's ARM 25 in melee ! You could get to ARM 26 by replacing the hammerhead with a narwhal gauntlet, but I don't recommend that. Narwhal gauntlet is pretty weak as a main offensive weapon. *'''Shooting heavy:''' Bellower head + Hammerhead + Squid blaster + Minnow fin. 14 points. ** Boostable sprays are very good, especially long-range ones that cause corrosion and blind! [[Captain Firequill]] likes this loadout. *'''Floodwaters heavy:''' Deep Dweller head + Hammerhead + Shark skull gauntlet + Spearback fin. 14 points. ** It's very good to have access to the Floodwaters animus if you're playing a lot of Amphibious models (pyg units, deepborns, Ragemonger). == Synergy == <!-- Which models work well with this? --> * Loves the Fortify spell (from the rack) to make it harder to kill and immune to slams/knockdowns. * Some [[Pyg Galley Crew]] nearby can help with managing the large amount of fury it tends to generate. * Any Amphibious models (Pygs, other Deepborns, frogs) benefit from the Floodwaters animus. * Any other Beasts benefit from the Rage animus (note that it adds to ranged damage as well as melee damage.) * Therefore one of the biggest synergies with Deepborns is ''more Deepborns'', since they benefit from each other's animi. == Tricks: == <!-- dot point list of cool plays and combos--> * Send a Squid Blaster + Bellow Deepborn into an enemy unit with Black Spot on it. After your initial spray kills a guy, move 2" from Swift Hunter to perfectly line up the bonus spray. And take another spray after every melee attack! * Anchor + Spearback fin Deepborn: There is a chance you roll a critical hit on your Retaliatory Strike. With the Anchor's Crit Smite this will slam the model attacking you, possibly taking it out of melee range and ruining your opponent's plans. * Floodwaters gives Amphibious models Concealment while within 5" of the caster. This covers a surprisingly large area - with the Deepborn's base size, this covers an almost 12" diameter circle of the table. (Also, due to the way it's worded, a model only has to be partly within, not completely within, 5" to count as being fully in water.) Not only does this concealment make Deepborns DEF 14 to shooting, it can make warrior models Stealth (when they get Prowl from the Booty Boss or Coxswain). Finally, Floodwaters gives -2 inches of range to enemies charging you, if they don't have a way to ignore terrain. * Snacking is a Remove-from-play effect so it prevents recursion abilities, whether you need the healing or not. If you do need the healing, don't forget about Snacking and Regeneration! * The free charge from the Minnow Fin is very good - it's an indirect damage buff, since it boosts the damage on your charge attack while leaving more fury for buying attacks. And this is the cheapest fin! * A Deepborn can Rage itself, but this is not a very effective use of 2 fury compared to buying 2 more attacks. It's better to cast Rage onto your Deepborn before it activates, either cast by your Warlock for 2 fury, or cast by a second Deepborn by forcing for 2. It sometimes makes sense to hold a Cantankerous-Head Deepborn back as a Rage-dispenser for the other Deepborns that you send in to attack. * The Drag on the Squid Tentacle is generally pretty useless, BUT if you have an Anchor + Squid Deepborn, it can be sort of like giving 2" reach to the Anchor - you charge something that's between 9" and 10" away, then use the Squid tentacle melee to drag the target into Anchor range. * Beat Back on the Anchor or Crab Net can get your Deepborn into some interesting places. For instance, charging a heavy near the enemy caster, then Beating it Back and advancing until you have melee range to the caster. (Note Beat Back doesn't trigger if the target dies from the attack.) * The Hammerhead is a Chain Weapon, so against an enemy jack with a Shield (+2 armor that a chain weapon ignores), the Hammerhead does just as much damage as the Anchor. But for cheaper and with longer reach. {{Brineblood Marauders Footer}} 9722b3b85e3b60e274802974eb09a477cbe48894 File:Cygnar-Anson Wolfe.webp 6 394 1264 2024-08-08T03:30:24Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Cygnar-Stormblade Legionnaires.webp 6 395 1265 2024-08-08T03:33:03Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Major Anson Wolfe 0 301 1266 1064 2024-08-08T03:36:16Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> [[File:Cygnar-Anson_Wolfe.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Wolfe 1 ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 16 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 16 |} ===Abilities:=== * [[Blood-Quenched]] * [[Side Step]] ===Weapons=== {{Melee Weapon|Voltaic Hammer |8 |1|15| * '''Magical''' *'''[[Beat Back]]''' * '''[[Critical Thunderclap]]''' }} {{Melee Weapon | Galvanic Sword |8 | 2 |15| * '''Magical''' * '''[[Electro Leap]]'''}} === Feat: Give 'Em Hell! === When one or more friendly Faction models are destroyed while in Wolfe's control area by an enemy attack, immediately after the attack is resolved one model in Wolfe's battlegroup currently in his control area can advance up to 2" and one basic attack. Give 'Em Hell! lasts for one round. === Spells === {{Energizer}} {{Lightning Tendrils}} {{Positive Charge}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] allows you to get a good +4 damage swing on melee attacks. * [[Deflection]] means your opponent has to commit hard repeatedly, even overcommit their forces. This is great to make Wolfe's feat turn a bigger nightmare. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A good support caster who brings movement shenanigans, threat extension and a damage buff to the table ''before'' we talk rack spells. He's also an ever present wildly non-linear melee threat. His feat can punish your opponent if they commit to killing your models and, should they not take the bait, allow you to strike first instead. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The feat is amazing, but can be worked around. If your opponent has tools to Remove from Play, knockdown or make your battlegroup stationary, the feat isn't doing much. Even AoE weapons severely reduce how many attacks you get from it. * Remember that one of his melee weapons only has 1" reach, while the other is 2". == Tricks: == <!-- dot point list of cool plays and combos--> * Lightning tendrils on Storm Blades or Storm Lances means they can each kill 4 or 5 models if they're lucky. ** It's also good for putting on a jack with the Voltaic Hammer - It gives you good damage output with decent threat range. * Maximise the benefits of Positive Charge. Got a warjack jammed up by the enemy? Apply Positive Charge to it and let another unit (or Wolfe) clear it out while standing close to the warjack. Then send the warjack out to attack or kill something else. ''Then'' send a unit in so they're standing within 3" of that jack to attack the same or another target. Each time the models attacking will be benefitting from Positive Charge. * Positive Charge combined with [[Electrify]] allows for a +4 damage swing. This is particularly spicy on [[The General]]. * Positive Charge combined with the Voltaic Halberd gives your a +4 to hit swing on the charge attack and gives it a respectable POW19. * Energizer can pull battlegroup models out of melee so they can then activate and move freely. * Energizer and Side Step means that he can move 15" non-linear if he needs to when he charges. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Single would infantry are his bread and butter. Not only does he make them highly dangerous with Positive Charge, but they give you a lot of potential triggers for his feat. ** Thanks to Positive Charge, none of them are bad. A special mention goes to Stormguard whose charge attacks will be POW17 with it. * Combined arms jacks. Both the Electro-Bombard and Railgun are amusing options for feat shots from Strykers. But should things be up close and personal, being able to just get in there and smack things is highly useful. It gets funnier if the weapon has electro-leap or Lightning Tendrils. ==== Command Cards ==== * [[Power Swell]] is always good, especially if you want to use multiple instances of Positive Charge. * Wolfe's warjacks can get into some weird spots, so [[Old Faithful]] is helpful if they've outrun your mechaniks. * [[High Alert]] can be good for triggering the feat. Make a Warjack a tempting target and put High Alert on one of your infantry. * If you don't want to invest in a Courser or a unit of [[Storm Vanes]] to act as arc nodes for Positive Charge, consider the [[Arcane Forces]] card for [[Range Amplifier]]. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He was a working class friend of Alain Runewood. * He's the second Anson in Cygnar after Anson Hitch. {{Storm Legion Footer}} c76903005808ea4cdb217047245344f020829cb2 1285 1266 2024-08-09T06:35:44Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> [[File:Cygnar-Anson_Wolfe.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Wolfe 1 ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 16 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 16 |} ===Abilities:=== * [[Blood-Quenched]] * [[Side Step]] ===Weapons=== {{Melee Weapon|Voltaic Hammer |8 |1|15| * '''Magical''' *'''[[Beat Back]]''' * '''[[Critical Thunderclap]]''' }} {{Melee Weapon | Galvanic Sword |8 | 2 |15| * '''Magical''' * '''{{Electro Leap}}'''}} === Feat: Give 'Em Hell! === When one or more friendly Faction models are destroyed while in Wolfe's control area by an enemy attack, immediately after the attack is resolved one model in Wolfe's battlegroup currently in his control area can advance up to 2" and one basic attack. Give 'Em Hell! lasts for one round. === Spells === {{Energizer}} {{Lightning Tendrils}} {{Positive Charge}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] allows you to get a good +4 damage swing on melee attacks. * [[Deflection]] means your opponent has to commit hard repeatedly, even overcommit their forces. This is great to make Wolfe's feat turn a bigger nightmare. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A good support caster who brings movement shenanigans, threat extension and a damage buff to the table ''before'' we talk rack spells. He's also an ever present wildly non-linear melee threat. His feat can punish your opponent if they commit to killing your models and, should they not take the bait, allow you to strike first instead. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The feat is amazing, but can be worked around. If your opponent has tools to Remove from Play, knockdown or make your battlegroup stationary, the feat isn't doing much. Even AoE weapons severely reduce how many attacks you get from it. * Remember that one of his melee weapons only has 1" reach, while the other is 2". == Tricks: == <!-- dot point list of cool plays and combos--> * Lightning tendrils on Storm Blades or Storm Lances means they can each kill 4 or 5 models if they're lucky. ** It's also good for putting on a jack with the Voltaic Hammer - It gives you good damage output with decent threat range. * Maximise the benefits of Positive Charge. Got a warjack jammed up by the enemy? Apply Positive Charge to it and let another unit (or Wolfe) clear it out while standing close to the warjack. Then send the warjack out to attack or kill something else. ''Then'' send a unit in so they're standing within 3" of that jack to attack the same or another target. Each time the models attacking will be benefitting from Positive Charge. * Positive Charge combined with [[Electrify]] allows for a +4 damage swing. This is particularly spicy on [[The General]]. * Positive Charge combined with the Voltaic Halberd gives your a +4 to hit swing on the charge attack and gives it a respectable POW19. * Energizer can pull battlegroup models out of melee so they can then activate and move freely. * Energizer and Side Step means that he can move 15" non-linear if he needs to when he charges. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Single would infantry are his bread and butter. Not only does he make them highly dangerous with Positive Charge, but they give you a lot of potential triggers for his feat. ** Thanks to Positive Charge, none of them are bad. A special mention goes to Stormguard whose charge attacks will be POW17 with it. * Combined arms jacks. Both the Electro-Bombard and Railgun are amusing options for feat shots from Strykers. But should things be up close and personal, being able to just get in there and smack things is highly useful. It gets funnier if the weapon has electro-leap or Lightning Tendrils. ==== Command Cards ==== * [[Power Swell]] is always good, especially if you want to use multiple instances of Positive Charge. * Wolfe's warjacks can get into some weird spots, so [[Old Faithful]] is helpful if they've outrun your mechaniks. * [[High Alert]] can be good for triggering the feat. Make a Warjack a tempting target and put High Alert on one of your infantry. * If you don't want to invest in a Courser or a unit of [[Storm Vanes]] to act as arc nodes for Positive Charge, consider the [[Arcane Forces]] card for [[Range Amplifier]]. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He was a working class friend of Alain Runewood. * He's the second Anson in Cygnar after Anson Hitch. {{Storm Legion Footer}} b002bd2e0564355bbf4006ac545b0ff2ea1a9db2 1286 1285 2024-08-09T06:38:32Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> [[File:Cygnar-Anson_Wolfe.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Wolfe 1 ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 16 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 16 |} ===Abilities:=== * [[Blood-Quenched]] * [[Side Step]] ===Weapons=== {{Melee Weapon|Voltaic Hammer |8 |1|15| * '''Magical''' *'''[[Beat Back]]''' * '''[[Critical Thunderclap]]''' }} {{Melee Weapon | Galvanic Sword |8 | 2 |15| * '''Magical''' * {{Electro Leap}} }} === Feat: Give 'Em Hell! === When one or more friendly Faction models are destroyed while in Wolfe's control area by an enemy attack, immediately after the attack is resolved one model in Wolfe's battlegroup currently in his control area can advance up to 2" and one basic attack. Give 'Em Hell! lasts for one round. === Spells === {{Energizer}} {{Lightning Tendrils}} {{Positive Charge}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] allows you to get a good +4 damage swing on melee attacks. * [[Deflection]] means your opponent has to commit hard repeatedly, even overcommit their forces. This is great to make Wolfe's feat turn a bigger nightmare. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A good support caster who brings movement shenanigans, threat extension and a damage buff to the table ''before'' we talk rack spells. He's also an ever present wildly non-linear melee threat. His feat can punish your opponent if they commit to killing your models and, should they not take the bait, allow you to strike first instead. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The feat is amazing, but can be worked around. If your opponent has tools to Remove from Play, knockdown or make your battlegroup stationary, the feat isn't doing much. Even AoE weapons severely reduce how many attacks you get from it. * Remember that one of his melee weapons only has 1" reach, while the other is 2". == Tricks: == <!-- dot point list of cool plays and combos--> * Lightning tendrils on Storm Blades or Storm Lances means they can each kill 4 or 5 models if they're lucky. ** It's also good for putting on a jack with the Voltaic Hammer - It gives you good damage output with decent threat range. * Maximise the benefits of Positive Charge. Got a warjack jammed up by the enemy? Apply Positive Charge to it and let another unit (or Wolfe) clear it out while standing close to the warjack. Then send the warjack out to attack or kill something else. ''Then'' send a unit in so they're standing within 3" of that jack to attack the same or another target. Each time the models attacking will be benefitting from Positive Charge. * Positive Charge combined with [[Electrify]] allows for a +4 damage swing. This is particularly spicy on [[The General]]. * Positive Charge combined with the Voltaic Halberd gives your a +4 to hit swing on the charge attack and gives it a respectable POW19. * Energizer can pull battlegroup models out of melee so they can then activate and move freely. * Energizer and Side Step means that he can move 15" non-linear if he needs to when he charges. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Single would infantry are his bread and butter. Not only does he make them highly dangerous with Positive Charge, but they give you a lot of potential triggers for his feat. ** Thanks to Positive Charge, none of them are bad. A special mention goes to Stormguard whose charge attacks will be POW17 with it. * Combined arms jacks. Both the Electro-Bombard and Railgun are amusing options for feat shots from Strykers. But should things be up close and personal, being able to just get in there and smack things is highly useful. It gets funnier if the weapon has electro-leap or Lightning Tendrils. ==== Command Cards ==== * [[Power Swell]] is always good, especially if you want to use multiple instances of Positive Charge. * Wolfe's warjacks can get into some weird spots, so [[Old Faithful]] is helpful if they've outrun your mechaniks. * [[High Alert]] can be good for triggering the feat. Make a Warjack a tempting target and put High Alert on one of your infantry. * If you don't want to invest in a Courser or a unit of [[Storm Vanes]] to act as arc nodes for Positive Charge, consider the [[Arcane Forces]] card for [[Range Amplifier]]. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He was a working class friend of Alain Runewood. * He's the second Anson in Cygnar after Anson Hitch. {{Storm Legion Footer}} b82e079e28a8c8342a0fd269d0e262a44a6c4f71 Stormblade Legionnaires 0 396 1267 2024-08-08T03:51:42Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormblade_Legionnaires.webp|thumb|right]] ''With a crackle of raw galvanic fury sparking across their armored forms, the Stormblade Legionnaires take to battle in Shield Wall formations, with each warrior prepared to defend their comrades to the last. With an expansion of Cygnar’s Storm Legions, the ranks of these fearsome soldiers are open to commoners for..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormblade_Legionnaires.webp|thumb|right]] ''With a crackle of raw galvanic fury sparking across their armored forms, the Stormblade Legionnaires take to battle in Shield Wall formations, with each warrior prepared to defend their comrades to the last. With an expansion of Cygnar’s Storm Legions, the ranks of these fearsome soldiers are open to commoners for the first time rather than being limited to the scions of Cygnar’s noble families. Armed with Voltaic Swords and Galvanic Shields, they are amongst the most advanced forces to ever see battle in the sprawling wars of the Iron Kingdoms.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormblade Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 1 |} 5 Grunts for 6pts ===Abilities:=== * {{Shield Wall}} * [[Polarity Field]] ===Weapons=== {{Melee Weapon|<!--Name-->Voltaic Sword|<!--MAT-->6|<!--RNG-->2|<!--POW-->12|* {{Electro Leap}} }} {{Melee Weapon|<!--Name-->Galvanic Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|* }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're relatively cheap roadblock infantry. <!-- How do they do it, what do they excel at?--> * Their ARM while under shield wall is decent for their cost. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If your opponent can push models, they can break your shield wall by taking them out of base to base. * They want buffs, but compete with other models for them and are rarely the most valuable targets for key spells. == Synergy == <!-- Which models work well with this? --> * Taking [[Arcane Shield]] from the rack makes Stormblade Legionnaires ARM21. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} c2579755c0e29376300263781f737dad766736db 1270 1267 2024-08-08T04:03:44Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormblade_Legionnaires.webp|thumb|right]] ''With a crackle of raw galvanic fury sparking across their armored forms, the Stormblade Legionnaires take to battle in Shield Wall formations, with each warrior prepared to defend their comrades to the last. With an expansion of Cygnar’s Storm Legions, the ranks of these fearsome soldiers are open to commoners for the first time rather than being limited to the scions of Cygnar’s noble families. Armed with Voltaic Swords and Galvanic Shields, they are amongst the most advanced forces to ever see battle in the sprawling wars of the Iron Kingdoms.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormblade Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 1 |} 5 Grunts for 6pts ===Abilities:=== * '''Resistance: Electricity''' * {{Shield Wall}} * [[Polarity Field]] ===Weapons=== {{Melee Weapon|<!--Name-->Voltaic Sword|<!--MAT-->6|<!--RNG-->2|<!--POW-->12|* {{Electro Leap}} }} {{Melee Weapon|<!--Name-->Galvanic Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|* }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're relatively cheap roadblock infantry. <!-- How do they do it, what do they excel at?--> * Their ARM while under shield wall is decent for their cost. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If your opponent can push models, they can break your shield wall by taking them out of base to base. * They want buffs, but compete with other models for them and are rarely the most valuable targets for key spells. == Synergy == <!-- Which models work well with this? --> * Taking [[Arcane Shield]] from the rack makes Stormblade Legionnaires ARM21. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} c0dcf5b1bef48a4571b5c45e5dcd2ae4c5a83998 1272 1270 2024-08-08T14:56:18Z Rork 33 /* Downsides: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormblade_Legionnaires.webp|thumb|right]] ''With a crackle of raw galvanic fury sparking across their armored forms, the Stormblade Legionnaires take to battle in Shield Wall formations, with each warrior prepared to defend their comrades to the last. With an expansion of Cygnar’s Storm Legions, the ranks of these fearsome soldiers are open to commoners for the first time rather than being limited to the scions of Cygnar’s noble families. Armed with Voltaic Swords and Galvanic Shields, they are amongst the most advanced forces to ever see battle in the sprawling wars of the Iron Kingdoms.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormblade Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 1 |} 5 Grunts for 6pts ===Abilities:=== * '''Resistance: Electricity''' * {{Shield Wall}} * [[Polarity Field]] ===Weapons=== {{Melee Weapon|<!--Name-->Voltaic Sword|<!--MAT-->6|<!--RNG-->2|<!--POW-->12|* {{Electro Leap}} }} {{Melee Weapon|<!--Name-->Galvanic Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|* }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're relatively cheap roadblock infantry. <!-- How do they do it, what do they excel at?--> * Their ARM while under shield wall is decent for their cost. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If your opponent can push models, they can break your shield wall by taking them out of base to base. * They want buffs, but compete with other models for them and are rarely the most valuable targets for key spells. * Keep an eye on where you place the Standard Bearer, if you take one. While the rest of the unit has polarity field, they ''don't''. **It can be worth having the standard lead the way for most moves, then completely surrounding them with the rest of the unit if getting charged by a warjack is possible. == Synergy == <!-- Which models work well with this? --> * Taking [[Arcane Shield]] from the rack makes Stormblade Legionnaires ARM21. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 201b7afa8c7d6ea7815751306707526fdda39c47 1273 1272 2024-08-08T14:57:39Z Rork 33 /* Synergy */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormblade_Legionnaires.webp|thumb|right]] ''With a crackle of raw galvanic fury sparking across their armored forms, the Stormblade Legionnaires take to battle in Shield Wall formations, with each warrior prepared to defend their comrades to the last. With an expansion of Cygnar’s Storm Legions, the ranks of these fearsome soldiers are open to commoners for the first time rather than being limited to the scions of Cygnar’s noble families. Armed with Voltaic Swords and Galvanic Shields, they are amongst the most advanced forces to ever see battle in the sprawling wars of the Iron Kingdoms.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormblade Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 1 |} 5 Grunts for 6pts ===Abilities:=== * '''Resistance: Electricity''' * {{Shield Wall}} * [[Polarity Field]] ===Weapons=== {{Melee Weapon|<!--Name-->Voltaic Sword|<!--MAT-->6|<!--RNG-->2|<!--POW-->12|* {{Electro Leap}} }} {{Melee Weapon|<!--Name-->Galvanic Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|* }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're relatively cheap roadblock infantry. <!-- How do they do it, what do they excel at?--> * Their ARM while under shield wall is decent for their cost. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If your opponent can push models, they can break your shield wall by taking them out of base to base. * They want buffs, but compete with other models for them and are rarely the most valuable targets for key spells. * Keep an eye on where you place the Standard Bearer, if you take one. While the rest of the unit has polarity field, they ''don't''. **It can be worth having the standard lead the way for most moves, then completely surrounding them with the rest of the unit if getting charged by a warjack is possible. == Synergy == <!-- Which models work well with this? --> * Taking [[Arcane Shield]] from the rack makes Stormblade Legionnaires ARM21. * [[Lightning Tendrils]] makes the shield attack a bit more valuable and easier to apply. It also makes the unit even more devastating against infantry. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} e4a9d16d0d42d652606f0d7863a04e8e7d314350 File:Cygnar-Sharpshooter.webp 6 397 1268 2024-08-08T03:56:16Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Sharpshooter 0 327 1269 1153 2024-08-08T03:58:39Z EchoStrike11 36 wikitext text/x-wiki [[Category: Storm Legion warrior]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> [[File:Cygnar-Sharpshooter.webp|thumb|right]] '' The Legion’s sharpshooters are dead-eyed marksmen armed with Mag-Bolters, heavy mechanika rifles that rely on galvanic magnetism to project solid-steel projectiles at impossible speeds. With catastrophic results, the terrifying weapons can punch through the thickest armor. The Sharpshooters tend to operate alone at the Legion’s flanks, eliminating high-value targets and finishing off crippled enemy warjacks.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Sharpshooter ''' || 6 || - || 6 || 7 || 13 || 15 || 5 |} 3 points ===Abilities:=== * {{Dual Shot}} * '''Resistance: Electricity''' * {{Reposition|3}} ===Weapons=== {{Ranged Weapon|Mag-Bolter|7|12|1|-|6| * {{Armor-Piercing}}}} {{Melee Weapon|Blade|6|1|9|}} == Role and strengths == The Sharpshooter is here to shoot things, it's not a particularly complex model. Reposition allows them to stay moderately safe from melee threats. == Downsides == * It's not particularly hard to kill. * That melee blade is largely there for show. * Although armor-piercing is nice, it's still not a boosted shot - don't expect too much from it. * Despite the fancy cloak on the model suggesting it is stealthy or nimble, it has no rules like pathfinder or prowl - you have to be careful where you place them to avoid them getting killed. == Synergy == * Anything that buffs its hit or damage rolls. ** [[Captain Athena di Baro]]'s feat ups its accuracy. ** [[Major Allister Caine]] can apply Calamity to make that Mag-Bolter a bit scarier. ** The [[Spotters]] command card placed on another model/unit. Although hopefully the Sharpshooter benefiting is in addition to other models. * [[Deflection]] will make it much more likely to survive. == Tricks == * Remember that you can aim, use Dual Shot to fire twice then reposition. {{Storm Legion Footer}} af5d5fa8511c24eb524abe965cf30fb8c16a1f83 Legionnaire Officer 0 333 1274 1115 2024-08-08T14:59:15Z Rork 33 wikitext text/x-wiki [[Category: Storm Legion warrior]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> '' The Storm Legion’s officers are generally drawn from amongst its most promising young recruits. Some battle-proven few are selected from the Legion’s active service ranks—those who show a capacity for valor, leadership, and coolness under fire. Regardless of their origins, before being commissioned, the Legionnaire Officers must first complete their training at the Strategic Academy, at which time they are granted their first commands.'' [[File:|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Officer ''' || 6 || - || 7 || 6 || 13 || 15 || 5 |} 3 points ===Abilities:=== * {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}} * '''Resistance: Electricity''' * [[Dual Attack]] ===Weapons=== {{Ranged Weapon|Lightning Pulse|7|10|1|-|12| * [[Pistol]] * {{Electro Leap}} * Damage type: Electricity}} {{Melee Weapon|Voltaic Great Sword|7|2|14| * [[Weapon Master]] * {{Electro Leap}} }} == Role and strengths == A rock solid offensive melee solo. The officer is also a critical support piece that makes your army far easier to get around the table with battle plans. == Downsides == * It's not particularly hard to kill. * You want to get them up on the front lines with that fancy sword, but you also want to keep them back for their battle plans. ** As a result, you only typically see them getting into the fight during the late game when their abilities are not so critical. == Synergy == * Pretty much anything in Storm Legion wants an officer around. == Tricks == * Precision strike allows you to start leap-frogging your units. If your front line models are jammed up by the enemy, use that battle plan and have a unit further back charge in to liberate your front line. Then the front line goes off and kills something else. * Remember that you can apply a battle plan ''before'' you move the officer, including before running or charging. * Special Orders is good for [[Stormblade Legionnaires]] - Charge in on a wide front to maximise your kills then use reposition to get back into Shield Wall. {{Storm Legion Footer}} 87340f1ccdb8cbc8e9868cdab60e211e30dc0b47 Reef Troll 0 307 1275 1198 2024-08-08T15:58:27Z 50.209.174.90 0 /* Role and Strengths: */ wikitext text/x-wiki == Reef Troll == <!-- Flavour text from official selling points --> ''Flavor text goes here'' FA 4. [[File:Deepborn Dire Troll.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | FURY !! style="width:3em;" | THR !! style="width:3em;" | Health |- | ''' Reef Troll ''' || <!--Spd--> 5 || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 16 || 3 || 9 || <!--HP--> 22 |} ===Abilities:=== * Slam, Headbutt * Dual Attack <div class="mw-collapsible mw-collapsed"> ==Loadout Options== <div class="mw-collapsible-content"> === Head === <big>Gunner PC1</big> * Gains '''+1 RAT''' * Gains '''Swift Hunter'''. {{Swift Hunter}} <big>Matey PC0</big> * Gains '''Shield Guard'''. {{Shield Guard}} <big>Skipper PC2</big> * Gains '''+1 MAT''' * Gains '''Unyielding'''. {{Unyielding}} === Booze === <big>Ale Tankard PC1</big> *'''Animus:''' {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Far Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Snipe for 1 round. (A model with Snipe gains +3" range on its ranged weapons.) |} <big>Grog Cask PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Elusive</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Dodge for 1 round. {{Dodge}} |} <big>Rum Jug PC1</big> * '''Animus''': {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Lightning Strike</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The caster gains Sprint for 1 round. {{Sprint}} |} === Right Arm === <big>Cutlass PC3</big> {{Melee Weapon|<!--Name-->Cutlass|<!--MAT-->6|<!--RNG-->1|<!--POW-->13|*'''Brutal Charge''' }} <big>Harpoon PC4</big> {{Melee Weapon|<!--Name-->Harpoon|6|2|<!--POW-->12| }} {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12|*'''Skewer''' {{Skewer}} }} <big>Ship's Gun PC5</big> {{Ranged Weapon|<!--Name-->Thrown Harpoon|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/7|*'''Arcing Fire''' {{Arcing Fire}} }} === Left Arm === <big>Boarding Axe PC2</big> {{Melee Weapon|<!--Name-->Boarding Axe|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|*{{Critical Amputation}} }} <big>Ship's Wheel PC3</big> * '''Shield''' (+2 ARM) {{Melee Weapon|<!--Name-->Shield Bash|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| }} <big>Chain Shot Explosive PC4</big> {{Ranged Weapon|Chain Shot|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->1|<!--POW-->12/6|*'''Critical Knockdown''' *'''Forced Reload[1]}} </div> == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> * The Reef Troll can fill one of several roles in your list depending on the build. ** It can be a good boostable gun platform. ** It can be a reasonably cheap source of Shield Guard for your warlock. ** It can provide an animus (Snipe or Sprint) that your warlock wants. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Poor at melee, with low-POW weapons and an underwhelming number of attacks. * The Ship's Gun is good, but only gets one shot. * If you load up on extras, you can easily build a Reef Troll that's way too expensive for a light. * The arm/head options imply a suggested melee build (Unyielding head, Sprint animus, cutlass, ship's wheel) but it's not very good - you'd much rather be using your fury budget for the turn on boosting a heavy's attacks, instead. * The Harpoon can only drag small-based and medium-based models. You also have to hit and damage to trigger Skewer. So if you're trying to Skewer something, you probably spend 1 fury on Far Strike, 1 on boosting the hit, and 1 on boosting the damage, maxing out the Reef Troll's fury before you make any melee attacks. == Recommended loadouts == * Cheap Shield Guard: Matey Head + Any Booze + Cutlass + Boarding Axe = 6 points. Choose whichever animus your warlock wants most out of Snipe, Sprint, or Elusive (they're all the same point cost), and keep it within 3" of your warlock or other valuable models. * Premium Gun Platform: Gunner Head + Ale Tankard + Ship's Gun + Ship's Wheel = 10 points. Threatens enemies from up to 20" away (5" walk + 12" gun range + 3" snipe). Has enough fury to boost the hit, the direct damage roll and one of the blast damage rolls. * Budget Gun Platform: Matey Head + Ale Tankard + Ship's Gun + Boarding Axe = 8 points. Compared to the above, it's less survivable and loses 1 RAT and Swift Hunter, but at 8 points it's a lot more spammable. * Harpooner: Matey Head + Ale Tankard + Harpoon + Boarding Axe = 7 points. Play this with Ragemonger: its shield guard can help trigger Tantrum, it gives Ragemonger the snipe animus he wants, and its harpoon drag can set up Ragemonger's harpoon drag. == Synergy == <!-- Which models work well with this? --> * Any warlock who's vulnerable to ranged assassination appreciates a Shield Guard. (That's basically all of them, but especially the fragile [[Captain Shadowtongue]].) * [[Braghen Ragemonger]] wants a Shield Guard for a different reason - by moving a hit onto his battlegroup, he can trigger Tantrum more reliably. * [[Captain Firequill]] and [[Braghen Ragemonger]] especially appreciate having a Snipe animus to cast on themselves. * [[Captain Firequill]] likes to have a lot of beasts with guns to benefit from his feat. The "Budget Gun Platform" build above is the way to go if you want to spam guns. * The spells Open Fire, Avenging Force, and Black Spot can all let a Reef Troll get extra shots with its Ship's Gun. == Tricks: == <!-- dot point list of cool plays and combos--> * The "shoot-and-scoot": Position a Reef Troll with the Gunner head and Ship's Gun behind the corner of a building (or other LOS-blocking terrain). On its activation, move until it just barely has LOS to an enemy, then make the shot; and assuming it kills, use the Swift Hunter move to get back around the corner and safely back out of LOS. This becomes more powerful when combined with Tides of War (which grants Repo 3"), or Energizer, for even more shoot-and-scoot range. * A boostable AOE like the Ship's Gun is an easy way to kill Stealth models - just let the attack miss and boost the blast damage roll. * The Rage animus from a Deepborn gives +2 on both the direct hit damage, and the blast damage, of the Ship's Gun. {{Brineblood Marauders Footer}} 7b9ae3c8a6a0b789c4f01ae9bd26622b71e2bdf5 Admiral Boomhowler 0 189 1276 1076 2024-08-08T16:15:31Z 50.209.174.90 0 /* Tricks: */ wikitext text/x-wiki == Admiral Thorga Boomhowler == ''In the realm of Immoren, where the clash of nations reverberates like cannon fire and treacherous waters lure the brave and the desperate alike, there sails a fearsome figure, the warlock known as Admiral Thorga “The Thunder” Boomhowler. Born of the indomitable trollkin race, Thorga’s legend echoes through the Iron Kingdoms, intertwined with tales of piracy, sibling rivalry, and a lust for life that burns brighter than the fiercest sun. As the leader of the notorious Brineblood Marauders, Boomhowler has charted a course destined to leave an unforgettable mark on the Iron Kingdoms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Thorga ''' || 5 || 7 || 7 || 6 || 15 || 16 || 7 || 14 |} ===Abilities:=== * '''Tough''' * '''Dual Attack''' * {{ Annoyance }} * '''Spyglass (* Action)''' - target an enemy model in this model's LOS. That model loses Stealth for one round. * Battle Plans: This model can use one of the following plans at any time during its activation. ** '''Precision Strike''': {{ Precision Strike }} ** '''Special Orders''': RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition [3"] for one turn. ({{Reposition}}) ** {{ Stand Your Ground }} ===Weapons=== * {{Ranged Weapon|Hand Cannon|6|12|1|-|12|* '''Pistol''' }} * {{Melee Weapon|Black Heart|7|1|14|* '''Magical Weapon'''<br> *'''Grievous Wounds''' - {{ Grievous Wounds }} }} == Feat: Rough House == While in Boomhowler's control area, friendly Faction models gain +2 DEF and Rapid Healing. Rough House lasts for one round. (When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove D3 damage points from it.) === Spells === {{Avenging Force}} {{Storm Rager}} '''Choose 3 rack spells''' {{Brineblood Marauders Rack List}} === Recommended Rack choices === * Fury's Strength for your counterattacking melee Marauders. * Upkeep buffs like Fortify or Fortune * Unless your opponent has no shooting to speak of, always consider Rough Seas, which stacks very well with the DEF bonus. == Roles and Strengths: == The name of the game is "blunt their alpha strike with your feat, then hit back really hard". Marauders become DEF 14, Boarding Party become DEF 16. That can be further buffed with another +2 against charges with Stand Your Ground. (And Concealment can add another +2 against ranged/magic). Your beasts' DEF goes from 12 to 14, which is in the range where enemies will start to miss a lot unless they boost; and the Rapid Healing does a lot to keep beasts alive, too. Avenging Force is very good - cast it on herself turn 1 and upkeep it all game. It will be very rare for you to not lose at least one warrior model a turn, and then you get to punish them for it with a 12-13" nonlinear charge threat Deepborn. == Downsides: == Very assassinatable. She probably wants a Shield Guard. Good news is that she doesn't have much reason to be anywhere close to the front lines. Opponents can negate your DEF-skew gameplan with AOES, knockdown effects, or simply by stacking accuracy buffs. Storm Rager is a fairly narrow spell. == Tricks: == * The “Repo 3” battle plan is surprisingly good for letting a Marauder unit spread out (just repo as far away from each other as possible). This increases their survivability against common ways of wiping units (AOE, sprays, Overtake) while increasing their options for next turn. * Precision Strike battle plan is great to prevent your models from getting in each other's way, if you're playing a large amount of infantry, or on those turns where the middle of the board has become a confusing mosh pit. ** You can use it to let your back row units charge ''through'' your front-row units, kill what's engaging them, then activate the freed-up front-row units and charge further forward. * A Deepborn standing in the Floodwaters animus with Feat up is DEF 16 against shooting, and heals after every time it's hit. * [[Hargor Stormjaw]] can stay relatively safe behind your marauder crew, giving them +1 to hit, until an enemy is in range; then you use Precision Strike battle plan and charge him straight through your own models (buffed by Storm Rager to insane levels of damage output). * You want to take advantage of Avenging Force as much as possible. The extra move is the Admiral's only way of increasing a beast's movement/threat-range. ** The extra attack can be ranged or melee - it can be a free Squid Blaster spray, for instance. ** The Admiral is in her own battlegroup, so she can take a 3" move and shoot her Hand Cannon. This is usually a worse choice, but it could be game-changing in the rare situations where you absolutely need to get your caster somewhere for scenario purposes. ** On turns before you've engaged, the 3" move is very important for projecting threat range. An Anchor Deepborn only threatens 9", but with Avenging Force your opponent will be forced to play as if they all threat 12". ** On turns when you've already engaged, the extra attack becomes more important. You can use the attack to clear away a chaff model that's blocking your heavy, freeing up its activation to go after higher-value targets. ** You can use the 3" move to disengage from melee without penalty, then use the beast's activation to charge something else. ** Be sure not to block in your Deepborns - you want to end your turn with 3" of space left in front of them for them to move into. So for example, don't put a wall of Marauder Crew directly in front of a Deepborn - you'll block it in and waste your chance for AF movement. (Precision Strike can't help you here, because AF triggers in the maintenance phase, before you can use a battle plan.) * Rough Seas stacks well with the Feat for defense against a shooting-heavy opponent. == List Design == === Recommended choices === One approach is dudespam: Multiple units of marauder crew with Bosuns, multiple boarding party units with Coxswains, 2 booty bosses, Hargor. Relatively few beasts: you definitely want a Shield Guard light and a Floodwaters heavy. A second Rage heavy optional. The plan for the first few turns with this list: * Advance deploy the boarding party, and run them up as far as possible. They're bubble wrap for your more valuable marauders. * Against shooting, put them in a Floodwaters animus (turns on Prowl and makes them Stealth). * Against melee, put Stand your Ground on them. * Time Boomhowler’s feat for the turn right before your opponent’s alpha strike. This usually means turn 2, but it might occasionally be turn 1 if you’re going second against a fast army. * Those Boarding Party can be DEF 18 or even 19. The opponent can kill them with AOEs, but one AOE attack per Boarding Party model is a favorable exchange rate. * After the opponent’s turn, one of 2 things has happened: Either they've come into your line and hopefully wasted a bunch of attacks and you can hit back. (Starting with your bonus attacks from Vengeance and Avenging Force). Or they backed out of your threat range to wait out your feat - in that case, use that opportunity to grab a lot of objectives and get ahead on scenario. * Stack buffs on your Marauder Crew (fury's strength, stir the blood, Bosun minifeat) and use Precision Strike to charge through your own guys into the enemies for a hopefully devastating turn of melee. * Keep your heavy beasts and Hargor back behind the marauder crew for a second wave * Hopefully now you've set the line of engagement up really far, your backline beasts/solos can be scoring the objectives on your side while you're contesting the forward objectives, and you're getting ahead on attrition. Just keep the Admiral safe and keep fighting. There's an alternate build once the Gargantuan comes out. The Abyssal King loves Rapid Healing, and the Gaze on one of its heads gives enemies -2 to hit you, stacking very well with Boomhowler's feat. === Example list === == Battle Reports == == Lore and Trivia == {{Brineblood Marauders Footer}} 08e61566122b71e21b6812bd121887a3ee5bf976 Which Army For Me 0 300 1277 1025 2024-08-08T20:42:25Z DragonPup 37 /* Khador Winter Korp */ wikitext text/x-wiki There are generally 3 types of army * '''Mk4 (Prime)''': These were released in the Mk4 era (2023 on), are having new releases added, and being produced. They are legal for all competitive steamroller tournaments. * '''Prime Legacy''': These were released prior to Mk4, and are legal in all competitive steamroller events. However they are no longer being produced. Not expected to have any new releases (although some mercenaries such as [[Magnus4]] have been added), but are included in annual balance updates. For players with pre-mk4 collections, they are a good option to play competitively, however not generally recommended for new players. * '''Legacy Unlimited''': Pre-mk4 releases that are not allowed in Steamroller events unless marked as unlimited. However, still fine for pickup and narrative events where agreed. Models exclusive to unlimited are not expected to be included in balance erratas. Similar to playing without a theme force in mk3. == Prime Mk4 Armies == Prime Mk4 armies are the best place to start playing War Machine. These are actively still being developed and produced, and armies designed from the ground up to work together. === [[Cygnar Storm Legion]] === ====Lore==== Following an era of what seemed like endless war, the mighty kingdom of Cygnar has enjoyed nearly a decade of peace. While cooperation, openness, and understanding among nations blossomed for a time into a true mechanikal renaissance, Cygnar’s leaders knew that peace was only as lasting as their dedication to the strength of their national security. And so the wide production of a purely galvanic mechanika power source, the storm chamber, led to nothing less than a technological revolution that would ultimately give rise to the greatest fighting force Cygnar had ever known — the Storm Legion. Freshly recruited arcane mechaniks built upon the creations of their predecessors and the curriculum of the Strategic Academy greatly advanced, providing a new foundation for the modernization of arcane warfare and its introduction to the next generation of warcasters. ====Playstyle==== The Storm Legion is a melee-centric army with a few powerful utility guns. They aren’t particularly speedy, but have access to multiple ways to push and knock down opposing models to hamper enemy movement and set up combos. With access to powerful defense buff spells they are able to push the ARM of their warjacks and infantry to very high levels. === [[Orgoth Sea Raiders]]=== ==== Lore ==== Driven from the shores of Immoren more than four centuries ago by the concerted, desperate efforts of the inhabitants they had long sought to enslave, the Orgoth have now returned with a vengeance, their dark host further empowered by vicious new weapons inspired by those that led to the downfall of their first invasion. Backed by savage warjacks and armed with crude but powerful firearms and now dominated by the warwitches who once acted only in the service of the warlords who wrought the previous invasion, the Orgoth have painstakingly prepared for this conquest for a dozen generations. ====Playstyle==== The Sea Raiders are a fast skirmishing army with good damage output but relatively low survivability. Their wide access to movement abilities such as Overtake, Side Step, and Swift Hunter allow them to attack from unexpected angles and take out key opposing pieces early, leaving the enemy army unable to retaliate with it’s full strength. ===[[Khador Winter Korps]]=== ====Lore==== After years of political turmoil that brought the nation’s military infrastructure to its knees, Khador has begun the process of modernization in an attempt to catch up with the achievements of its rival nations, its expanding military harnessing the marvels of modern engineering. Antiquated traditions and an outdated arsenal have been replaced by advanced weapon systems and a modular approach to their military industrial complex that keeps them adaptable in the face of an ever-changing, hostile environment. But as always, the Motherland’s success or failure will rest with the leadership and heroism of its officers and warcasters and with the strength of the Khadoran people. ====Playstyle==== Winter Korp is a ranged-focused army with a wide variety of ways to bring the hurt from a distance. The Winter Korp Infantry act as the flexible backbone of the faction and are capable of bringing a variety of Specialist Weapons to confront any foe. They eschew light warjacks in favor of two variants of Heavy warjack and the Man O War heavy infantry armor. ===[[Dusk House Kallyss]]=== ====Lore==== From the ashes of the once great Iosan empire have risen the new houses of Eldritch Lords, who now reign over their Kingdom of Eternal Dusk. House Kallyss has emerged as one of the strongest of this new Iosan Court. The enlightened eldritch who lead the house have dedicated their existences to the defense of the Iron Kingdoms as they seek to redeem their doomed people, even while accepting their dark fate. ====Playstyle==== House Kallyss brings a potent combination of advanced technology and undead infantry to bear. Their warjacks pack a range of unique weapons with numerous special effects (and in the case of their heavy warjack, a fourth hard point) that they combine with powerful debuff spells to ensure their undead infantry hit hard and leave the enemy unable to retaliate. ===[[Southern Kriels Brineblood Marauders]]=== ====Lore==== The Brineblood Marauders are a motley crew of veteran scallywags and fresh recruits from Madrak’s Southern Kriels. They sail the seas of southern Immoren robbing the rich merchant ships of the Iron Kingdoms to supply their families within the Southern Kriels. ====Playstyle==== Brineblood Marauders are a faction that emphasizes buff layering and synergy over raw power. Their warbeasts are extremely flexible and can fill a wide variety of roles with their weapon and Animus options. The core Marauder Crew infantry are a cheap multi-wound generalist unit who’s specialty can be customized by selecting different Command Attachments to lead them; supporting these are a variety of Pyg specialist units and a selection of support and combat solos so you can tailor your list to your playstyle. Thanks to the variety of support models available as both solos and Command Attachments, plus the strength of their Warlock stable, Brinebloods are capable of building just about any style of list from gunlines to tarpits. ===[[Khymera Shadowflame Shard]]=== ====Lore==== Founded by Rhyas after fleeing the Battle of Henge Hold, Khymaera combines her intricate knowledge of blighted physiology with the vast knowledge of Cyriss left etched on Saeryn’s athanc shard when she attempted to step through the Gate. Hunted by Everblight and bent to a new sense of purpose, Khymaera waits in the darkness below Western Immoren for the time to reveal themselves to the world. ====Playstyle==== Shadowflame Shard is an Army that excels at delivering overwhelming force to key points of the battle. They pack an enormous number of movement tricks that allow them to apply their warbeasts and infantry to critical weak points but have trouble surviving a toe-to-toe brawl. They are the first Mk4 Army to receive a super-heavy Warbeast in place of their 80mm solo which allows them to bring a huge amount of battlegroup power to the battlefield. The Army generally has high DEF and low to medium ARM which leaves them vulnerable to accurate high-POW attacks, leading them to heavily favor aggressive plays and assassination win conditions. ===[[Cryx Necrofactorium]]=== Little is yet known about Necrofactorium. Early concept art teasers suggest that the Army will focus on the industrial undead of Cryx. == Legacy Prime Armies == Currently all Legacy models are out of print. These Armies will remain in Prime and continue to receive balance updates, but models for them would need to be purchased from third-party retailers or on the second-hand market. It is recommended not to start these unless you already have the models, however they are allowed in competitive Steamroller events of all levels. Each Legacy Faction has two Legacy Armies, with a handful of exceptions: Mercenaries has 6 Armies, covering the wide variety of Mk1-3 Mercenary and Minion models Convergence of Cyriss, Grymkin, Crucible Guard, and Infernals are “Limited Factions” which were designed to be more self-contained than earlier Factions and had significantly fewer total models. Nearly the entire range of models in each of these Factions are contained within a single Mk4 Army rather than being split between two Prime Armies and a selection of Unlimited models Note that none of these Armies necessarily represent the current state of the Iron Kingdoms setting. Some have been disbanded or absorbed into other forces, others have been radically altered in the decade since the Claiming. The lore blurbs for each represent them around 612 AR, immediately before or during The Claiming, and may have been superseded by newer narrative developments. === Circle Orboros === ===Devourer’s Host=== ====Lore==== To sow terror and reap death, blackclads who embrace the primal aspects of Orboros turn to the Tharn. With murderous howls, Tharn warriors charge from the darkest forests to strike feat into their enemies’ hearts before ripping them out and devouring them whole. These gruesome, gore-streaked combatants run side by side with all manner of easts, intent on slaking their thirst on the blood of the Circle’s foes. Theirs is a history of violence, and their motivations for war do not stray beyond devotion to the Devourer Wurm and an attunement with the basest of instincts. ====Playstyle==== Devourer’s Host combines Circle’s hard-hitting Tharn infantry with a stable of flexible living warbeasts. Multi-wound Tharn units give them some staying power, and though their ARM values aren’t particularly high for multi-wound infantry they partially make up for it with a number of ways to heal and a high offensive output. Fast warbeasts and infantry emphasize getting the first hit in to cripple the enemy before they can retaliate. ===Secret Dominion=== ====Lore==== Since the order’s inception, the blackclads of the Circle Orboros have passed down the secrets of shaping and animating wood and stone to do their bidding as wolds. The product of ancient rites and blood sacrifices, these massive stone constructs patrol the old places of the world and ensure the sacred sites of the order remain untouched by outsiders, falling upon intruders without hesitation to crush them under fist and foot. When the need is dire, many villages of Wolf Sworn are drawn together in great hunting parties. Such a force draws upon its warriors’ hunting skills and their knowledge of the land to launch lethal ambushes against enemy columns marching through the wilderness. ====Playstyle==== Secret Dominion makes heavy use of Wolds; heavily-armored construct warbeasts that are able to take a punch better than anything else in Circle Orboros. The light Wolfsworn infantry complement this, providing fast baseline infantry to support the heavy-hitting Wolds and magic-wielding Druids. ===[[Convergence of Cyriss]]=== ====Lore==== The worshipers of teh clockwork goddess have conceived of the most technologically advanced machines in existence. Armed with impressive firepower and fueled by energy sources well beyond the understanding of even the greatest minds in the Iron Kingdoms, the vectors of the Convergence of Cyris turn hard targets into shrapnel and smash through infantry formations with whirring blades and spiked fists. There are few things more disconcerting than facing a legion of Convergence soldiers who have achieved transcendence - metal-bodied warriors who go to battle in silence and act in unison with mathematical perfection. ====Playstyle==== Convergence plays like a single clockwork machine come to life. Order of activations is key to their playstyle as focus is passed between warjacks and support solos set up buffs and debuffs in precise order. A player who learns to harness this synergistic planning will be rewarded with powerful damage output in melee and at medium ranges. The faction is on the slower side overall (save for a handful of outliers) but makes up for it with strong warjacks and a number of ways to return troops to play. ===[[Crucible Guard]]=== ====Lore==== The Crucible Guard has unleashed its standing army in a show of force that unveils its impressive military innovations and tactical flexibility. Its highly trained and specialized soldiers fight in concert with skilled combat alchemists and support units to push up the field in a haze of alchemical smoke, backed up by the might of the Golden Crucible’s advanced war machines. ====Playstyle==== Crucible Guard is a ranged debuff faction that exists somewhere in the space between Cygnar and Cryx in terms of playstyle. They have access to a large amount of firepower and ranged debuffs, preferring to use warjacks and artillery loaded with alchemical shells to weaken their opponents before shredding them with gunfire or closing to melee with their heavy infantry. ===[[Cryx]]=== ===Blackfleet=== ====Lore==== Borne on a black tide to bring death and suffering to the mainland, the pirates of Cryx instill terror in the hearts of those who live on the Broken Coast. Comprised of swift Satyxis, merciless Black Ogrun, roaring hordes of blighted trollkin, and crews of Scharde sailors, raiding parties join Cryx’s warcasters and their battlegroups in executing their bloody assaults. ====Playstyle==== The Black Fleet is an infantry army that uses speed and magic to ensure a devastating first strike against opposing armies. The Satyxis infantry act as a core of fast but fragile infantry backed up by a variety of tougher Orgun and Trollkin infantry. They excel at shredding other infantry armies that are unprepared for their speed and high DEF. ===Dark Host=== ====Lore==== Torn from the horrors of the void and given new forms in the bodies of the dead, banes are dark and sinister warriors in the service of Cryx. Far from mindless, they possess a military cunning mixed with an utter malevolence to life. Supported by potent necromancers, armies of banes beset the enemy like a tide of darkness and death. ====Playstyle==== Dark Host is an infantry army that focuses on debuffing the enemy and swarming them with undead minions. The three Bane infantry units make up the bulk of the force while the warcasters and solos provide a myriad of ways to cripple their enemies and return their own undead troops to the battlefield, forcing their opponent to fight a war of attrition against a seemingly-endless horde of the undead. ===[[Cygnar]]=== ===First Army=== ====Lore==== Trenchers are men and women of unparalleled grit found at the forefront of nearly every Cygnaran engagement. First on the field and last to leave, it is the trenchers’ duty to form the vanguard of Cygnar’s military might and seize the battlefield against all opposition. ====Playstyle==== The First Army is a ranged-focused army. They boast a wide variety of ranged attacks in the form of rifles, miniguns, and light cannon carried primarily from Tough single-wound infantry. ===Storm Knights=== ====Lore==== Cygnar’s Storm Division was an autonomous military force that delivers the flash of lightning and the roll of thunder to the battlefields of Immoren. The division represented the latest in voltaic weaponry and hardware produced by the Cygnaran Armory before the Claiming. The technologies and tactics developed for the division would eventually be used to found the Storm Legion in the years after The Claiming. ====Playstyle==== Precursors to the modern Storm Legion, the Storm Knights have access to many similar techniques to their Mk4 descendants. Strong melee troops make up the core of the force backed up by advanced warjacks like the Stormclad. While they do have access to a number of lighting-based ranged weapons, these are generally of middling RNG and suffer against armies with lots of Resistance: Electricity. Both the Storm Blade and Storm Lance units do come with Dual Attack and Pistol however, allowing them to make full use of their ranged attacks while locked in melee combat. === [[Grymkin]], the Wicked Harvest === ====Lore==== The grymkin are not an organized military force. They do not come to battle in regimented formations; indeed, they attack with scarcely any perceivable order at all. When a mass of motley grymkin lumber to war in the service of their masters, they advance as a haphazard but terrifying horde. Descending upon a vice-ridden population, they indulge in their unique appetites as they demand their due of wicked humanity. ====Playstyle==== Grymkin are a melee-focused army with a penchant for punishment. Unlike every other Army in the game their warlocks lack a Feat. Instead they gain access to several unique Command Cards that can be played when their opponent triggers certain effects such as killing a Grymkin model with a ranged attack or casting a spell in the Grymkin warlock’s control range. The rest of the army is relatively slow and has few ranged weapons, preferring to spend the early game collecting corpses to fuel a devastating counter attack. ===[[Infernals]]=== ====Lore==== As an ancient pact reaches its moment of reckoning, horrifying forces from beyond comprehension descend upon the world to collect. With traitorous mortals as their momentary tools, Infernal Masters bring their nightmares to battle for every soul they believe is their due. Though few would have suspected the terrible legacy that would follow that pact, many will pay for it as the Infernals move among them. ===[[Khador]]=== ===Armored Korps=== ====Lore==== With a hiss of steam and the tread of iron, the heavily armored infantry of Khador march to war with heavy warjacks at their side. Though Khador lacks the light warjacks of other nations, they make up for it with a dedicated corps of soldiers who go to war in steam-powered armor. Few opponents possess the weaponry able to chew through so thick a wall of armor, allowing the Man-O-War to crush enemy emplacements. ====Playstyle==== If you want heavy infantry you’ve come to the right place. Armored Korps is an Army made up entirely of slow, tough infantry clad in massive steam armor. The warcasters all provide a number of powerful buffs to the infantry, supported by hybrid support/combat models like the Kovnik and Kommandant Arconovich. What the army lacks in speed it makes up for in high ARM and HP values that make them difficult to move once they take a position. ===Fifth Division=== ====Lore==== The ranks of the Winter Guard were the patriotic backbone of the Khadoran Army for years before the Claiming. Hardened by a rigorous training regimen and driven by their love for the Motherland, these soldiers march against the enemies of the Empire. Many of their tactics would eventually be adapted into the modern Winter Korp in the decade after the Claiming. ====Playstyle==== As the precursors to the modern Winter Korp the Fifth Division has several playstyle similarities but also some key differences. While the core of the Army is, like Winter Korp, cheap ranged infantry, where it differs most is in the available supporting models that accompany them. This is particularly evident in the Army’s warjack support: not one, but two character journeyman warcasters mean that the Fifth Division is capable of packing an absurd amount of focus generation into a list, providing their infantry with a supporting core of heavy warjacks fully fueled and ready to inflict pain with artillery and melee alike. ===Legion of Everblight=== ===Dragon’s Host=== ====Lore==== When the blighted ogrun tribes go to war, they do so with the blessings of Everblight by their side. Fighting with little regard for personal safety, howling warbands descend upon their foes, crazed by the prospect of spilling blood for their war chiefs and their korune, Thagrosh. Even mortal wounds suffered in battle do not deter them. Instead, such injuries goad them to drive even deeper into the enemy’s heart to shed even more blood before they expire. ====Playstyle==== Dragon’s Host is the heavy infantry Army of the Legion. Blighted Ogrun units and Chosen cavalry make up the core of the Army’s infantry, supported by Command Attachments, solos, and lighter infantry. Alternatively the Army is capable of building a strong warbeast-focused list by taking advantage of their character lesser warlock and powerful cohort-focused warlocks like Absylonia 2. ===Ravens of War=== ====Lore==== Reshaped by the dragon’s power, the blighted Nyss serve as formidable fighters within Everblight’s legion. Utterly devoted to the dragon, whole shards sometimes join battle together to enact their master’s will. Such highly skilled and self-sufficient forces strike fast and hard with a combination of blade, claw, and bow. Supported by agile dragonspawn and powerful nephilim, these Nyss shards can strike anywhere the dragon directs them, moving unnoticed through enemy territory to secure objectives while outmaneuvering larger armies. ====Playstyle==== Ravens of War is an army built for speed. Light infantry and flying warbeasts constitute the majority of the Army’s models. They excel at powerful alpha strikes using both ranged attacks and high SPD melee models, but lack the staying power of tougher Armies as even their heavy warbeasts are on the lower end of the scale with regards to ARM. ===Mercenaries=== ===Blindwater Congregation=== ====Lore==== The gatormen of Blindwater Lake are the core of a vast reptilian cult dedicated to its self-made deity, Bloody Barnabas. Once their leader, this ancient warrior and mystic elevated himself to godhood on a tide of bloodshed. As the pragmatic bokur Calaban guides the congregation from the shadows, gatermen from across the region assemble alongside the bog trogs and other swamp creatures subjugated into fighting alongside them in Barnabas’ name. ===Dark Operations=== ====Lore==== The inscrutable cephalyx tirelessly perform diabolical experiments on their captives deep below the earth. Masters of powerful psychic energies and advanced surgery, these alien beings shape both the minds and bodies of lesser creatures to create heavily modified laborers and warrior slaves to suit the sinister agenda of their vast underground hives. ===Rhul Guard=== ====Lore==== Fighting in the wars of the Iron Kingdoms has allowed the mercenaries of Rhul to stay apprised of the ongoing struggles abroad. These sell-swords fatten the coffers of mercenary clans and receive valuable combat experience against a variety of opponents. Numerous such clans offer the might of Rhulic 'jacks and veteran warriors to those who can afford their asking price. Together, they crush enemy armies to dust beneath the tread of their machine and an unceasing rain of hammer blows. ===Soldiers of Fortune=== ====Lore==== If war is good for business, then business has been very good to the Steelhead mercenary company. Already one of the largest groups of sell-swords in western Immoren before the fall of Llael, subsequent years of warfare have seen them reach peak profitability. Steelheads can be found in nearly every major engagement from Skirov to Imer, bringing victory - or anonymous defeat- at reasonable prices. The company’s regular presence on the battlefield often sees them work alongside many notable freelancers and experts. The old adage holds true: “Either as allies or enemies, the steelheads are gonna cost you.” ===Talion Charter=== ====Lore==== The Talion Charter originally set out the terms and conditions for those serving on teh Talion, a ship crewed largely by men and women brought together by mutiny and who turned to piracy for survival. It has been expanded to serve as a rallying point for a motley assortment of powerful and well-armed pirates and privateers. These include several notable warcasters-for-hire such as Phinneus Shae, the Talion’s captain; Captain Bartolo “Broadsides Bart” Montador of the Calamitas; and the Thamarite sorceress Fiona the Black. The sell-swords of the Talion Charter have proven they can stand on equal footing with any mercenary company in western Immoren and offer their services at quite reasonable rates, both on land and at sea. ===Thornfall Alliance=== ====Lore==== Once, the farrow tribes of Immoren were scattered, but a summit of gathered chiefs sealed an alliance in blood oaths at an old battleground called Thornfall. The foremost of those gathered, the ambitious warlord Lord Carver, cowed the rest into submitting to his violent visions of conquest. Where Lord Carver travels, lesser farrow chieftains are intimidated into obedience, and other great farrow warlords have taken up his banner. Backed by the mad genius of the human Dr. Arkadius and his surgically enhanced warbeasts, the Thornfall Alliance is poised to strike feat into the hearts of the civilized kingdoms. ===Protectorate of Menoth=== ===Final Interdiction=== ====Lore==== The ruling priesthood and scrutators of the Protectorate of Menoth have no more loyal and steadfast protectors and warriors than the Exemplars. Large interdictions of the theocracy’s formidable heavy infantry and cavalry knights are often assembled to serve the Great Crusade, sent against the unbelievers to prove the futility of standing against blessed steel wielded with conviction. Such an interdiction never wavers in fulfilling its orders, as obedience to the clergy is their unbreakable creed. The great machines marching with them are similarly implacable, empowered by blessings both inscribed on their hulls and filling the air as choir voices rise to drown out the lamentations of heretics crushed underfoot. ====Playstyle==== This is Weapon Masters: The Faction. Almost all Exemplar infantry units have Weapon Master on their melee attacks. Cinerators and Bastions make for a defensive wall while Exemplars and Errants have various effects that make them a devastating strike force. Their warjacks are lackluster, but become fairly good when buffed by the Choir of Menoth. That’s okay - warjacks here are often relegated to a second-line role while the infantry lead the show. The downside - fairly weak at range and can be slow to get into combat. But if you have Kreoss leading, his feat can lead to an entire enemy army being wiped out, if you pick your timing. Cyrenia looks less powerful in comparison, and she is, but she can overcome some of the army’s weaknesses and move them up the field faster. In addition to Weapon Master, Exemplars have a lot of Dispel effects, set things on fire, and sometimes have vengeance effects. ===Temple Guardians=== ====Lore==== The soldiers of the Flameguard Temple once found their purpose in defending the sacred sites of the Protectorate, but the turmoil of the years before the Claiming has seen these former guardians forged into one of the most formidable fighting forces of the nation. ====Playstyle==== Temple Flameguard is a fairly straightforward Army that can run either a mass of cheap-but-effective infantry or a large battlegroup of warjacks supported by some of the best warjack support models in the game. The Choir of Menoth is key to leveraging the Flameguard’s stable of warjacks by providing a selection of buffs to protect warjacks on the approach before buffing their damage output for offensive turns. ===Retribution of Scyrah=== ===Legions of Dawn=== ====Lore==== The proud Dawnguard soldiers of House Nyarr represent one of the greatest assets in the Retribution of Scyrah’s arsenal. Bearing the most advanced weapons of their Great Military House, they are implacable warriors devoted to House Nyarr and through it the Retribution’s cause. The Nyss are a scattered people, driven from their homelands by the followers of the dragon Everblight. Many refugees made their way to Ios and have joined in the defense of their god Nyssor. ====Playstyle==== Legions of Dawn is an infantry-focused Army with an emphasis on armored single-wound infantry. Both the Dawnguard Sentinels and Ryssovass Defenders pack solid defensive statlines and high melee damage output, with the Dawnguard Invictors and Nyss Hunters acting as flexible ranged units that are also decent fighters in melee. The Dawnguard Destors, Destor Thane, and Skeryth Issyan are heavily-armored cavalry models, which allows the Army to field a lot of fast, tough models with a good spread of ranged and melee attacks. Retribution warjacks tend towards the idea of “jack of all trades”. Every heavy warjack boasts a ranged attack and two melee attacks, making them capable of contributing to the fight all game but driving their point costs higher than comparable heavies from other Armies. All of their jacks have the Power Field special rule, which allows them to spend Focus to reduce incoming damage just like a warcaster. ===Shadows of the Retribution=== ====Lore==== The Retribution of Scyrah is most adept at striking from the shadows. Its mage hunters traditionally undertake clandestine missions executed by solo operatives and small teams of elite and dedicated warriors. On rare occasions, however, a show of force is required, and to that end the Retribution assembles stealthy armies comprised of seasoned mage hunters and powerful myrmidons. ====Playstyle==== Shadows is a fragile Army focused primarily on fast, lightly-armored infantry. The Army is made up of two broad model types: Mage Hunters and House Ellowuyr. The Mage Hunters are stealthy commandos, undeterred by both terrain and magical defenses, while House Ellowuyr are expert sword masters that excel at closing with the enemy and laying waste with their blades. The Army can build for a warjack focus too, however, thanks to a journeyman warcaster and cheap Empower solos. As with Legions of Dawn these warjacks tend to be more expensive than their counterparts in other Armies but make up for it with a number of special weapon effects and rules. ===Skorne=== ===Army of the Western Reaches=== ====Lore==== Conflict is to be savored, for battle is the only true chance to prove one’s devotion to the hoksune code. Though the martial orders of Cataphracts and Praetorians disagree on which best exemplifies the martial code of the skorne, they equally embrace the opportunity to demonstrate their adherence to it. Acting on the orders of their tyrants, these disciplined warriors grab the enemy army by its throat and do not relent until the foe is vanquished or they have been claimed by the Void. ===Exalted=== ====Lore==== As silent as the death that will never embrace them, the exalted ancestors of the skorne strike fear into the enemies of the empire. Guided not by a Tyrant’s whims but instead by their own unknowable understanding, the exalted go to war accompanied by ranks of their immortal companions. === Trollbloods === ===Storm of the North=== ====Lore==== For generations, the Northkin have stood as disparate clans, fighting one another as often as they battled the many rivals who surround them. For the first time in centuries, however, these hardy northern folk now fight for a common purpose. Resilient warriors wage war alongside the legendary warbeasts of the trollkin, while powerful warlocks wield arcane might to enhance the battle prowess of their warbands. All opposition is crushed beneath the Northkin onslaught or is frozen and shattered by the power of winter itself. === United Kriels=== ==== Lore ==== The Trollkin of the United Kriels will stop at nothing to protect their new home. In order to defend against any who would seek to drive them out, militias of resolute trollkin take up arms as companies of warriors. These companies mix traditional martial practices of the trollkin with modern firepower and the might of trolls to crush any opposition. d0ac33f429ae6d99b4bf1c19f7d8f3c10da3ebc6 1278 1277 2024-08-08T20:42:54Z DragonPup 37 /* Khymera Shadowflame Shard */ wikitext text/x-wiki There are generally 3 types of army * '''Mk4 (Prime)''': These were released in the Mk4 era (2023 on), are having new releases added, and being produced. They are legal for all competitive steamroller tournaments. * '''Prime Legacy''': These were released prior to Mk4, and are legal in all competitive steamroller events. However they are no longer being produced. Not expected to have any new releases (although some mercenaries such as [[Magnus4]] have been added), but are included in annual balance updates. For players with pre-mk4 collections, they are a good option to play competitively, however not generally recommended for new players. * '''Legacy Unlimited''': Pre-mk4 releases that are not allowed in Steamroller events unless marked as unlimited. However, still fine for pickup and narrative events where agreed. Models exclusive to unlimited are not expected to be included in balance erratas. Similar to playing without a theme force in mk3. == Prime Mk4 Armies == Prime Mk4 armies are the best place to start playing War Machine. These are actively still being developed and produced, and armies designed from the ground up to work together. === [[Cygnar Storm Legion]] === ====Lore==== Following an era of what seemed like endless war, the mighty kingdom of Cygnar has enjoyed nearly a decade of peace. While cooperation, openness, and understanding among nations blossomed for a time into a true mechanikal renaissance, Cygnar’s leaders knew that peace was only as lasting as their dedication to the strength of their national security. And so the wide production of a purely galvanic mechanika power source, the storm chamber, led to nothing less than a technological revolution that would ultimately give rise to the greatest fighting force Cygnar had ever known — the Storm Legion. Freshly recruited arcane mechaniks built upon the creations of their predecessors and the curriculum of the Strategic Academy greatly advanced, providing a new foundation for the modernization of arcane warfare and its introduction to the next generation of warcasters. ====Playstyle==== The Storm Legion is a melee-centric army with a few powerful utility guns. They aren’t particularly speedy, but have access to multiple ways to push and knock down opposing models to hamper enemy movement and set up combos. With access to powerful defense buff spells they are able to push the ARM of their warjacks and infantry to very high levels. === [[Orgoth Sea Raiders]]=== ==== Lore ==== Driven from the shores of Immoren more than four centuries ago by the concerted, desperate efforts of the inhabitants they had long sought to enslave, the Orgoth have now returned with a vengeance, their dark host further empowered by vicious new weapons inspired by those that led to the downfall of their first invasion. Backed by savage warjacks and armed with crude but powerful firearms and now dominated by the warwitches who once acted only in the service of the warlords who wrought the previous invasion, the Orgoth have painstakingly prepared for this conquest for a dozen generations. ====Playstyle==== The Sea Raiders are a fast skirmishing army with good damage output but relatively low survivability. Their wide access to movement abilities such as Overtake, Side Step, and Swift Hunter allow them to attack from unexpected angles and take out key opposing pieces early, leaving the enemy army unable to retaliate with it’s full strength. ===[[Khador Winter Korps]]=== ====Lore==== After years of political turmoil that brought the nation’s military infrastructure to its knees, Khador has begun the process of modernization in an attempt to catch up with the achievements of its rival nations, its expanding military harnessing the marvels of modern engineering. Antiquated traditions and an outdated arsenal have been replaced by advanced weapon systems and a modular approach to their military industrial complex that keeps them adaptable in the face of an ever-changing, hostile environment. But as always, the Motherland’s success or failure will rest with the leadership and heroism of its officers and warcasters and with the strength of the Khadoran people. ====Playstyle==== Winter Korp is a ranged-focused army with a wide variety of ways to bring the hurt from a distance. The Winter Korp Infantry act as the flexible backbone of the faction and are capable of bringing a variety of Specialist Weapons to confront any foe. They eschew light warjacks in favor of two variants of Heavy warjack and the Man O War heavy infantry armor. ===[[Dusk House Kallyss]]=== ====Lore==== From the ashes of the once great Iosan empire have risen the new houses of Eldritch Lords, who now reign over their Kingdom of Eternal Dusk. House Kallyss has emerged as one of the strongest of this new Iosan Court. The enlightened eldritch who lead the house have dedicated their existences to the defense of the Iron Kingdoms as they seek to redeem their doomed people, even while accepting their dark fate. ====Playstyle==== House Kallyss brings a potent combination of advanced technology and undead infantry to bear. Their warjacks pack a range of unique weapons with numerous special effects (and in the case of their heavy warjack, a fourth hard point) that they combine with powerful debuff spells to ensure their undead infantry hit hard and leave the enemy unable to retaliate. ===[[Southern Kriels Brineblood Marauders]]=== ====Lore==== The Brineblood Marauders are a motley crew of veteran scallywags and fresh recruits from Madrak’s Southern Kriels. They sail the seas of southern Immoren robbing the rich merchant ships of the Iron Kingdoms to supply their families within the Southern Kriels. ====Playstyle==== Brineblood Marauders are a faction that emphasizes buff layering and synergy over raw power. Their warbeasts are extremely flexible and can fill a wide variety of roles with their weapon and Animus options. The core Marauder Crew infantry are a cheap multi-wound generalist unit who’s specialty can be customized by selecting different Command Attachments to lead them; supporting these are a variety of Pyg specialist units and a selection of support and combat solos so you can tailor your list to your playstyle. Thanks to the variety of support models available as both solos and Command Attachments, plus the strength of their Warlock stable, Brinebloods are capable of building just about any style of list from gunlines to tarpits. ===[[Khymaera Shadowflame Shard]]=== ====Lore==== Founded by Rhyas after fleeing the Battle of Henge Hold, Khymaera combines her intricate knowledge of blighted physiology with the vast knowledge of Cyriss left etched on Saeryn’s athanc shard when she attempted to step through the Gate. Hunted by Everblight and bent to a new sense of purpose, Khymaera waits in the darkness below Western Immoren for the time to reveal themselves to the world. ====Playstyle==== Shadowflame Shard is an Army that excels at delivering overwhelming force to key points of the battle. They pack an enormous number of movement tricks that allow them to apply their warbeasts and infantry to critical weak points but have trouble surviving a toe-to-toe brawl. They are the first Mk4 Army to receive a super-heavy Warbeast in place of their 80mm solo which allows them to bring a huge amount of battlegroup power to the battlefield. The Army generally has high DEF and low to medium ARM which leaves them vulnerable to accurate high-POW attacks, leading them to heavily favor aggressive plays and assassination win conditions. ===[[Cryx Necrofactorium]]=== Little is yet known about Necrofactorium. Early concept art teasers suggest that the Army will focus on the industrial undead of Cryx. == Legacy Prime Armies == Currently all Legacy models are out of print. These Armies will remain in Prime and continue to receive balance updates, but models for them would need to be purchased from third-party retailers or on the second-hand market. It is recommended not to start these unless you already have the models, however they are allowed in competitive Steamroller events of all levels. Each Legacy Faction has two Legacy Armies, with a handful of exceptions: Mercenaries has 6 Armies, covering the wide variety of Mk1-3 Mercenary and Minion models Convergence of Cyriss, Grymkin, Crucible Guard, and Infernals are “Limited Factions” which were designed to be more self-contained than earlier Factions and had significantly fewer total models. Nearly the entire range of models in each of these Factions are contained within a single Mk4 Army rather than being split between two Prime Armies and a selection of Unlimited models Note that none of these Armies necessarily represent the current state of the Iron Kingdoms setting. Some have been disbanded or absorbed into other forces, others have been radically altered in the decade since the Claiming. The lore blurbs for each represent them around 612 AR, immediately before or during The Claiming, and may have been superseded by newer narrative developments. === Circle Orboros === ===Devourer’s Host=== ====Lore==== To sow terror and reap death, blackclads who embrace the primal aspects of Orboros turn to the Tharn. With murderous howls, Tharn warriors charge from the darkest forests to strike feat into their enemies’ hearts before ripping them out and devouring them whole. These gruesome, gore-streaked combatants run side by side with all manner of easts, intent on slaking their thirst on the blood of the Circle’s foes. Theirs is a history of violence, and their motivations for war do not stray beyond devotion to the Devourer Wurm and an attunement with the basest of instincts. ====Playstyle==== Devourer’s Host combines Circle’s hard-hitting Tharn infantry with a stable of flexible living warbeasts. Multi-wound Tharn units give them some staying power, and though their ARM values aren’t particularly high for multi-wound infantry they partially make up for it with a number of ways to heal and a high offensive output. Fast warbeasts and infantry emphasize getting the first hit in to cripple the enemy before they can retaliate. ===Secret Dominion=== ====Lore==== Since the order’s inception, the blackclads of the Circle Orboros have passed down the secrets of shaping and animating wood and stone to do their bidding as wolds. The product of ancient rites and blood sacrifices, these massive stone constructs patrol the old places of the world and ensure the sacred sites of the order remain untouched by outsiders, falling upon intruders without hesitation to crush them under fist and foot. When the need is dire, many villages of Wolf Sworn are drawn together in great hunting parties. Such a force draws upon its warriors’ hunting skills and their knowledge of the land to launch lethal ambushes against enemy columns marching through the wilderness. ====Playstyle==== Secret Dominion makes heavy use of Wolds; heavily-armored construct warbeasts that are able to take a punch better than anything else in Circle Orboros. The light Wolfsworn infantry complement this, providing fast baseline infantry to support the heavy-hitting Wolds and magic-wielding Druids. ===[[Convergence of Cyriss]]=== ====Lore==== The worshipers of teh clockwork goddess have conceived of the most technologically advanced machines in existence. Armed with impressive firepower and fueled by energy sources well beyond the understanding of even the greatest minds in the Iron Kingdoms, the vectors of the Convergence of Cyris turn hard targets into shrapnel and smash through infantry formations with whirring blades and spiked fists. There are few things more disconcerting than facing a legion of Convergence soldiers who have achieved transcendence - metal-bodied warriors who go to battle in silence and act in unison with mathematical perfection. ====Playstyle==== Convergence plays like a single clockwork machine come to life. Order of activations is key to their playstyle as focus is passed between warjacks and support solos set up buffs and debuffs in precise order. A player who learns to harness this synergistic planning will be rewarded with powerful damage output in melee and at medium ranges. The faction is on the slower side overall (save for a handful of outliers) but makes up for it with strong warjacks and a number of ways to return troops to play. ===[[Crucible Guard]]=== ====Lore==== The Crucible Guard has unleashed its standing army in a show of force that unveils its impressive military innovations and tactical flexibility. Its highly trained and specialized soldiers fight in concert with skilled combat alchemists and support units to push up the field in a haze of alchemical smoke, backed up by the might of the Golden Crucible’s advanced war machines. ====Playstyle==== Crucible Guard is a ranged debuff faction that exists somewhere in the space between Cygnar and Cryx in terms of playstyle. They have access to a large amount of firepower and ranged debuffs, preferring to use warjacks and artillery loaded with alchemical shells to weaken their opponents before shredding them with gunfire or closing to melee with their heavy infantry. ===[[Cryx]]=== ===Blackfleet=== ====Lore==== Borne on a black tide to bring death and suffering to the mainland, the pirates of Cryx instill terror in the hearts of those who live on the Broken Coast. Comprised of swift Satyxis, merciless Black Ogrun, roaring hordes of blighted trollkin, and crews of Scharde sailors, raiding parties join Cryx’s warcasters and their battlegroups in executing their bloody assaults. ====Playstyle==== The Black Fleet is an infantry army that uses speed and magic to ensure a devastating first strike against opposing armies. The Satyxis infantry act as a core of fast but fragile infantry backed up by a variety of tougher Orgun and Trollkin infantry. They excel at shredding other infantry armies that are unprepared for their speed and high DEF. ===Dark Host=== ====Lore==== Torn from the horrors of the void and given new forms in the bodies of the dead, banes are dark and sinister warriors in the service of Cryx. Far from mindless, they possess a military cunning mixed with an utter malevolence to life. Supported by potent necromancers, armies of banes beset the enemy like a tide of darkness and death. ====Playstyle==== Dark Host is an infantry army that focuses on debuffing the enemy and swarming them with undead minions. The three Bane infantry units make up the bulk of the force while the warcasters and solos provide a myriad of ways to cripple their enemies and return their own undead troops to the battlefield, forcing their opponent to fight a war of attrition against a seemingly-endless horde of the undead. ===[[Cygnar]]=== ===First Army=== ====Lore==== Trenchers are men and women of unparalleled grit found at the forefront of nearly every Cygnaran engagement. First on the field and last to leave, it is the trenchers’ duty to form the vanguard of Cygnar’s military might and seize the battlefield against all opposition. ====Playstyle==== The First Army is a ranged-focused army. They boast a wide variety of ranged attacks in the form of rifles, miniguns, and light cannon carried primarily from Tough single-wound infantry. ===Storm Knights=== ====Lore==== Cygnar’s Storm Division was an autonomous military force that delivers the flash of lightning and the roll of thunder to the battlefields of Immoren. The division represented the latest in voltaic weaponry and hardware produced by the Cygnaran Armory before the Claiming. The technologies and tactics developed for the division would eventually be used to found the Storm Legion in the years after The Claiming. ====Playstyle==== Precursors to the modern Storm Legion, the Storm Knights have access to many similar techniques to their Mk4 descendants. Strong melee troops make up the core of the force backed up by advanced warjacks like the Stormclad. While they do have access to a number of lighting-based ranged weapons, these are generally of middling RNG and suffer against armies with lots of Resistance: Electricity. Both the Storm Blade and Storm Lance units do come with Dual Attack and Pistol however, allowing them to make full use of their ranged attacks while locked in melee combat. === [[Grymkin]], the Wicked Harvest === ====Lore==== The grymkin are not an organized military force. They do not come to battle in regimented formations; indeed, they attack with scarcely any perceivable order at all. When a mass of motley grymkin lumber to war in the service of their masters, they advance as a haphazard but terrifying horde. Descending upon a vice-ridden population, they indulge in their unique appetites as they demand their due of wicked humanity. ====Playstyle==== Grymkin are a melee-focused army with a penchant for punishment. Unlike every other Army in the game their warlocks lack a Feat. Instead they gain access to several unique Command Cards that can be played when their opponent triggers certain effects such as killing a Grymkin model with a ranged attack or casting a spell in the Grymkin warlock’s control range. The rest of the army is relatively slow and has few ranged weapons, preferring to spend the early game collecting corpses to fuel a devastating counter attack. ===[[Infernals]]=== ====Lore==== As an ancient pact reaches its moment of reckoning, horrifying forces from beyond comprehension descend upon the world to collect. With traitorous mortals as their momentary tools, Infernal Masters bring their nightmares to battle for every soul they believe is their due. Though few would have suspected the terrible legacy that would follow that pact, many will pay for it as the Infernals move among them. ===[[Khador]]=== ===Armored Korps=== ====Lore==== With a hiss of steam and the tread of iron, the heavily armored infantry of Khador march to war with heavy warjacks at their side. Though Khador lacks the light warjacks of other nations, they make up for it with a dedicated corps of soldiers who go to war in steam-powered armor. Few opponents possess the weaponry able to chew through so thick a wall of armor, allowing the Man-O-War to crush enemy emplacements. ====Playstyle==== If you want heavy infantry you’ve come to the right place. Armored Korps is an Army made up entirely of slow, tough infantry clad in massive steam armor. The warcasters all provide a number of powerful buffs to the infantry, supported by hybrid support/combat models like the Kovnik and Kommandant Arconovich. What the army lacks in speed it makes up for in high ARM and HP values that make them difficult to move once they take a position. ===Fifth Division=== ====Lore==== The ranks of the Winter Guard were the patriotic backbone of the Khadoran Army for years before the Claiming. Hardened by a rigorous training regimen and driven by their love for the Motherland, these soldiers march against the enemies of the Empire. Many of their tactics would eventually be adapted into the modern Winter Korp in the decade after the Claiming. ====Playstyle==== As the precursors to the modern Winter Korp the Fifth Division has several playstyle similarities but also some key differences. While the core of the Army is, like Winter Korp, cheap ranged infantry, where it differs most is in the available supporting models that accompany them. This is particularly evident in the Army’s warjack support: not one, but two character journeyman warcasters mean that the Fifth Division is capable of packing an absurd amount of focus generation into a list, providing their infantry with a supporting core of heavy warjacks fully fueled and ready to inflict pain with artillery and melee alike. ===Legion of Everblight=== ===Dragon’s Host=== ====Lore==== When the blighted ogrun tribes go to war, they do so with the blessings of Everblight by their side. Fighting with little regard for personal safety, howling warbands descend upon their foes, crazed by the prospect of spilling blood for their war chiefs and their korune, Thagrosh. Even mortal wounds suffered in battle do not deter them. Instead, such injuries goad them to drive even deeper into the enemy’s heart to shed even more blood before they expire. ====Playstyle==== Dragon’s Host is the heavy infantry Army of the Legion. Blighted Ogrun units and Chosen cavalry make up the core of the Army’s infantry, supported by Command Attachments, solos, and lighter infantry. Alternatively the Army is capable of building a strong warbeast-focused list by taking advantage of their character lesser warlock and powerful cohort-focused warlocks like Absylonia 2. ===Ravens of War=== ====Lore==== Reshaped by the dragon’s power, the blighted Nyss serve as formidable fighters within Everblight’s legion. Utterly devoted to the dragon, whole shards sometimes join battle together to enact their master’s will. Such highly skilled and self-sufficient forces strike fast and hard with a combination of blade, claw, and bow. Supported by agile dragonspawn and powerful nephilim, these Nyss shards can strike anywhere the dragon directs them, moving unnoticed through enemy territory to secure objectives while outmaneuvering larger armies. ====Playstyle==== Ravens of War is an army built for speed. Light infantry and flying warbeasts constitute the majority of the Army’s models. They excel at powerful alpha strikes using both ranged attacks and high SPD melee models, but lack the staying power of tougher Armies as even their heavy warbeasts are on the lower end of the scale with regards to ARM. ===Mercenaries=== ===Blindwater Congregation=== ====Lore==== The gatormen of Blindwater Lake are the core of a vast reptilian cult dedicated to its self-made deity, Bloody Barnabas. Once their leader, this ancient warrior and mystic elevated himself to godhood on a tide of bloodshed. As the pragmatic bokur Calaban guides the congregation from the shadows, gatermen from across the region assemble alongside the bog trogs and other swamp creatures subjugated into fighting alongside them in Barnabas’ name. ===Dark Operations=== ====Lore==== The inscrutable cephalyx tirelessly perform diabolical experiments on their captives deep below the earth. Masters of powerful psychic energies and advanced surgery, these alien beings shape both the minds and bodies of lesser creatures to create heavily modified laborers and warrior slaves to suit the sinister agenda of their vast underground hives. ===Rhul Guard=== ====Lore==== Fighting in the wars of the Iron Kingdoms has allowed the mercenaries of Rhul to stay apprised of the ongoing struggles abroad. These sell-swords fatten the coffers of mercenary clans and receive valuable combat experience against a variety of opponents. Numerous such clans offer the might of Rhulic 'jacks and veteran warriors to those who can afford their asking price. Together, they crush enemy armies to dust beneath the tread of their machine and an unceasing rain of hammer blows. ===Soldiers of Fortune=== ====Lore==== If war is good for business, then business has been very good to the Steelhead mercenary company. Already one of the largest groups of sell-swords in western Immoren before the fall of Llael, subsequent years of warfare have seen them reach peak profitability. Steelheads can be found in nearly every major engagement from Skirov to Imer, bringing victory - or anonymous defeat- at reasonable prices. The company’s regular presence on the battlefield often sees them work alongside many notable freelancers and experts. The old adage holds true: “Either as allies or enemies, the steelheads are gonna cost you.” ===Talion Charter=== ====Lore==== The Talion Charter originally set out the terms and conditions for those serving on teh Talion, a ship crewed largely by men and women brought together by mutiny and who turned to piracy for survival. It has been expanded to serve as a rallying point for a motley assortment of powerful and well-armed pirates and privateers. These include several notable warcasters-for-hire such as Phinneus Shae, the Talion’s captain; Captain Bartolo “Broadsides Bart” Montador of the Calamitas; and the Thamarite sorceress Fiona the Black. The sell-swords of the Talion Charter have proven they can stand on equal footing with any mercenary company in western Immoren and offer their services at quite reasonable rates, both on land and at sea. ===Thornfall Alliance=== ====Lore==== Once, the farrow tribes of Immoren were scattered, but a summit of gathered chiefs sealed an alliance in blood oaths at an old battleground called Thornfall. The foremost of those gathered, the ambitious warlord Lord Carver, cowed the rest into submitting to his violent visions of conquest. Where Lord Carver travels, lesser farrow chieftains are intimidated into obedience, and other great farrow warlords have taken up his banner. Backed by the mad genius of the human Dr. Arkadius and his surgically enhanced warbeasts, the Thornfall Alliance is poised to strike feat into the hearts of the civilized kingdoms. ===Protectorate of Menoth=== ===Final Interdiction=== ====Lore==== The ruling priesthood and scrutators of the Protectorate of Menoth have no more loyal and steadfast protectors and warriors than the Exemplars. Large interdictions of the theocracy’s formidable heavy infantry and cavalry knights are often assembled to serve the Great Crusade, sent against the unbelievers to prove the futility of standing against blessed steel wielded with conviction. Such an interdiction never wavers in fulfilling its orders, as obedience to the clergy is their unbreakable creed. The great machines marching with them are similarly implacable, empowered by blessings both inscribed on their hulls and filling the air as choir voices rise to drown out the lamentations of heretics crushed underfoot. ====Playstyle==== This is Weapon Masters: The Faction. Almost all Exemplar infantry units have Weapon Master on their melee attacks. Cinerators and Bastions make for a defensive wall while Exemplars and Errants have various effects that make them a devastating strike force. Their warjacks are lackluster, but become fairly good when buffed by the Choir of Menoth. That’s okay - warjacks here are often relegated to a second-line role while the infantry lead the show. The downside - fairly weak at range and can be slow to get into combat. But if you have Kreoss leading, his feat can lead to an entire enemy army being wiped out, if you pick your timing. Cyrenia looks less powerful in comparison, and she is, but she can overcome some of the army’s weaknesses and move them up the field faster. In addition to Weapon Master, Exemplars have a lot of Dispel effects, set things on fire, and sometimes have vengeance effects. ===Temple Guardians=== ====Lore==== The soldiers of the Flameguard Temple once found their purpose in defending the sacred sites of the Protectorate, but the turmoil of the years before the Claiming has seen these former guardians forged into one of the most formidable fighting forces of the nation. ====Playstyle==== Temple Flameguard is a fairly straightforward Army that can run either a mass of cheap-but-effective infantry or a large battlegroup of warjacks supported by some of the best warjack support models in the game. The Choir of Menoth is key to leveraging the Flameguard’s stable of warjacks by providing a selection of buffs to protect warjacks on the approach before buffing their damage output for offensive turns. ===Retribution of Scyrah=== ===Legions of Dawn=== ====Lore==== The proud Dawnguard soldiers of House Nyarr represent one of the greatest assets in the Retribution of Scyrah’s arsenal. Bearing the most advanced weapons of their Great Military House, they are implacable warriors devoted to House Nyarr and through it the Retribution’s cause. The Nyss are a scattered people, driven from their homelands by the followers of the dragon Everblight. Many refugees made their way to Ios and have joined in the defense of their god Nyssor. ====Playstyle==== Legions of Dawn is an infantry-focused Army with an emphasis on armored single-wound infantry. Both the Dawnguard Sentinels and Ryssovass Defenders pack solid defensive statlines and high melee damage output, with the Dawnguard Invictors and Nyss Hunters acting as flexible ranged units that are also decent fighters in melee. The Dawnguard Destors, Destor Thane, and Skeryth Issyan are heavily-armored cavalry models, which allows the Army to field a lot of fast, tough models with a good spread of ranged and melee attacks. Retribution warjacks tend towards the idea of “jack of all trades”. Every heavy warjack boasts a ranged attack and two melee attacks, making them capable of contributing to the fight all game but driving their point costs higher than comparable heavies from other Armies. All of their jacks have the Power Field special rule, which allows them to spend Focus to reduce incoming damage just like a warcaster. ===Shadows of the Retribution=== ====Lore==== The Retribution of Scyrah is most adept at striking from the shadows. Its mage hunters traditionally undertake clandestine missions executed by solo operatives and small teams of elite and dedicated warriors. On rare occasions, however, a show of force is required, and to that end the Retribution assembles stealthy armies comprised of seasoned mage hunters and powerful myrmidons. ====Playstyle==== Shadows is a fragile Army focused primarily on fast, lightly-armored infantry. The Army is made up of two broad model types: Mage Hunters and House Ellowuyr. The Mage Hunters are stealthy commandos, undeterred by both terrain and magical defenses, while House Ellowuyr are expert sword masters that excel at closing with the enemy and laying waste with their blades. The Army can build for a warjack focus too, however, thanks to a journeyman warcaster and cheap Empower solos. As with Legions of Dawn these warjacks tend to be more expensive than their counterparts in other Armies but make up for it with a number of special weapon effects and rules. ===Skorne=== ===Army of the Western Reaches=== ====Lore==== Conflict is to be savored, for battle is the only true chance to prove one’s devotion to the hoksune code. Though the martial orders of Cataphracts and Praetorians disagree on which best exemplifies the martial code of the skorne, they equally embrace the opportunity to demonstrate their adherence to it. Acting on the orders of their tyrants, these disciplined warriors grab the enemy army by its throat and do not relent until the foe is vanquished or they have been claimed by the Void. ===Exalted=== ====Lore==== As silent as the death that will never embrace them, the exalted ancestors of the skorne strike fear into the enemies of the empire. Guided not by a Tyrant’s whims but instead by their own unknowable understanding, the exalted go to war accompanied by ranks of their immortal companions. === Trollbloods === ===Storm of the North=== ====Lore==== For generations, the Northkin have stood as disparate clans, fighting one another as often as they battled the many rivals who surround them. For the first time in centuries, however, these hardy northern folk now fight for a common purpose. Resilient warriors wage war alongside the legendary warbeasts of the trollkin, while powerful warlocks wield arcane might to enhance the battle prowess of their warbands. All opposition is crushed beneath the Northkin onslaught or is frozen and shattered by the power of winter itself. === United Kriels=== ==== Lore ==== The Trollkin of the United Kriels will stop at nothing to protect their new home. In order to defend against any who would seek to drive them out, militias of resolute trollkin take up arms as companies of warriors. These companies mix traditional martial practices of the trollkin with modern firepower and the might of trolls to crush any opposition. 62c0838b202c4b6a1b924c3b562b07cd9a9a22c1 File:Brineblood-Art.png 6 398 1279 2024-08-08T20:48:36Z DragonPup 37 wikitext text/x-wiki Brineblood Art afb0738ff68c24477990faaa127653a0c475c05d Southern Kriels Brineblood Marauders 0 41 1280 1159 2024-08-08T20:49:04Z DragonPup 37 wikitext text/x-wiki [[File:Brineblood-Art.png|750x1500px|right|thumb|alt=Brineblood art]] == Why Play Brineblood Marauders == If you think it's awesome to have a troll pick up an entire live hammerhead shark by the tail and whip somebody with it, this is the army for you. The basic theme is "troll pirates" (the infantry and warlocks), with sub-themes of "sea monsters" (the beasts), "hot-air balloons" (solos), and "fiery jungle frogs" (the cadre). The models are full of personality and variety, with a wealth of fun nautical details, such as sea creatures as (pets/food/weapons). They're a real treat for those who love painting. As for the army's mechanical identity: * The core of the army is Marauder Crew, a cheap and plentiful glass-cannon unit, with bad stats, that can be turned into good stats by layering buffs. * A unique feature of Marauder Crew is its 3 choices of UA, which can make the same unit play 3 different battlefield roles: (very simplified, "Speed up", "Shoot good", and "Be harder to kill") * We back that up with the Deepborn, an excellent heavy beast with a variety of viable builds. * Most of the rest of your army is about buffing, supporting, and protecting the Marauder Crews and Deepborns. It's highly synergystic, suiting the theme of a ship's crew working together. * Combined melee and shooting - the marauder crew had dual attack and pistol so they shoot as much as they melee, and the rest of the army supports that. * The shooting is mostly short-range, with few long-range cannons, but with a lot of sprays and guns that cause special effects on hit. * Everything has Tough, which isn't a reliable defense but can really annoy your opponent by randomly wasting their attacks. * Many models (the small-based ones and the heavy beast) have Amphibious, and we have spells that can create water to hide your amphibious models in. * Balloons (the Dirge and the Battle Brig) have flight, unstoppable, and the Propelled rule, which makes them very maneuverable support/gun platforms. * The Cadre bring a lot of Pathfinder, Magic Weapons, Fire-centric synergies, and mass Incorporeal. == Which Caster is for me? == === [[Admiral Boomhowler]] === With a defensive Feat, three Battle Plans, the very useful Avenging Force spell, and three open slots for rack spells, the Admiral is a flexible support leader who can be built many different ways. She can run a DEF-skew infantry spam list, but her kit can also support just about anything. === [[Braghen Ragemonger]] === The "cavalry" caster, and by cavalry I mean he's riding a shark. He makes his beasts hard to kill, gives his whole army a big offensive buff with his feat, and has a personal assassination threat with non-linear movement and harpoon drag. === [[Captain Firequill]] === The "shooting" caster. Speeds up beasts and makes their shooting better, does work personally with his 3 guns. Considered the weakest warlock (if you want to build a gunline, other factions can do it better.) === [[Captain Shadowtongue]] === The "Wizard" caster. Has a deep toolbox, very high skill ceiling, and the ability to use any friendly faction warrior as an arc node. Can do a unit recursion gameplan or can enable crazy nonlinear threat range for Deepborns. === [[Warchief Bagadibawm]] === Likes lighting things on fire. Can make an absurd number of melee attacks and turn frogs Incorporeal. Mostly synergizes with his fellow Bullcroak cadre models. {{Brineblood Marauders Footer}} e927a92a68f3e5ed7ee988561b5935efeeb109fc File:Necrofactorium-Art.png 6 399 1281 2024-08-08T20:56:45Z DragonPup 37 wikitext text/x-wiki Necrofactorium Art 9ce0c96c130b371675a8b97735098388e2773e02 Cryx Necrofactorium 0 38 1282 870 2024-08-08T20:57:11Z DragonPup 37 wikitext text/x-wiki [[File:Necrofactorium-Art.png|750x1500px|right|thumb|alt=Necrofactorium Art]] == Why Play Cryx Necrofactorium == The unquiet dead rise from beneath. Their only goal: To consume all life in Iron Kingdoms on behalf of Toruk the Dragonfather. After a decade of dormancy following the Infernal incursion, Cryx returns to war with its hordes of shambling thralls, elusive wraiths, and all-new Bonejacks and Helljacks to sow the seeds of Toruk's conquest on the mainland. Where Cryx is involved, death is contagious. The Necrofactorium is a melee focused army based heavily in swarms of light troops, fast warjacks and wraiths, and dark magic. Hordes of thralls are the backbone of the force, advancing tirelessly and returning almost as quickly as they're dispatched. The Wraith models compliment the slower thralls as specialty roles and the Raptor and Malefactor warjacks can serve a number of battlefield roles. This is all supported by their powerful and flexible warcasters, any one of them is capable of assassinating an opponent's caster without warning. Play Necrofactorium if: -You want a melee based troop swarm army. -You like to play for the assassination. -You enjoy seeing buff or debuff numbers swing. == Which Caster is for me? == === [[Discerptor Eviscerus]] === Eviscerus is the Necrofactorium's warjack caster, able to augment the speed and power of his warjacks considerably while also giving them several defensive advantages. His arcane stats are also fairly high, making him a solid spellcaster. His defensive stats and personal combat contribution are both low, however, making him more suitable for directing his battlegroup from a distance. Play Eviscerus if you want to use a lot of warjacks and like high speed and power stats. '''Stats and Abilities:''' Eviscerus has a fairly weak base defensive statline of 14/16. He is also on a medium base, which makes him more vulnerable to Volume Fire attacks and drawing line of sight to him through mechanithralls compared to Nekane or Sepsira. It's best to keep him in a safe place. His MAT 6 POW 12 attacks also aren't anything to write home about. Erosion can sometimes strike hard against enemy warjacks, but something is probably wrong if he is committing to personal combat. Eviscerus' signature abilities are Chop Shop and Field Marshal: Retaliatory Strike. Chop Shop allows his battlegroup to heal themselves at the expense of enemy constructs. Often, this will be warjacks, but keep an eye out for construct troops like Immortals or Convergence units that can provide a healing buffet. Retaliatory Strike allows each of your warjacks to strike back once per turn when hit by an enemy attacker. This still take melee range into account, so this rule is most effective using warjacks with longer reach weapons like the Fell Axe and the Helldriver. Retaliatory Strike should be used early, as taking too much damage before using it risks losing a critical weapon system for use in attacking. Both of these abilities benefit from more resilient warjacks, so the Spiked Shield or Hades are often useful choices for getting the most out of them. '''Spells:''' Eviscerus has a spell rack of 2 and his signature spells of Deceleration, Redline and Carrion Feast. Deceleration helps his whole army, but is most impactful on his warjacks that already have relatively high ARM. Redline gives his warjacks +2 SPD and melee damage, which is a significant boost. The free charges will mostly be redundant given the Aggressive rule on the heavy warjacks, but it's still a strong buff and the self-damage component is often negligible or can be healed via Chop Shop. Carrion Feast is a low POW ARM debuff with a small AOE (as it creates the cloud) and is better for augmenting melee attacks than ranged attacks as concealment will still apply for shooting a target. Eviscerus is most likely considering Calamity, Death Ward, Scything Touch and Ghost Walk as rack options. Ghost Walk in particular can be useful as his Malefactors do not normally ignore terrain. Death Ward and Scything Touch are both inexpensive upkeep buffs that minimally impact his focus pool. Calamity should be considered if you're considering more of a shooting build. It's worth noting that the combination of Carrion Feast, Calamity, Dark Shroud and Redline can amount to an 8 point damage swing on a single target. '''Feat:''' Boneyard allows Eviscerus' battlegroup to Dig In, gain an extra focus when they start dug in from Boneyard, and gain +2 SPD if they advance. Bear in mind this feat does not have a duration beyond when Dig In is lost, so a model affected by it could theoretically benefit from the +1 Focus and Cover for the rest of the game if they don't move or get engaged. This is a highly flexible feat, but takes practice to determine when the best times to use it are. Bear in mind that Dig In goes away once a model is engaged, so allowing an enemy model to run into you could obliterate many benefits of the feat. There are some games where the feat will functionally be a +2 SPD feat for your battlegroup, but other games could result in the Dig In being helpful for safely advancing up the board while threatening a long countercharge. Eviscerus gets use out of this as well, so his positioning is important in order to realize the benefits of multiple extra focus over the course of the game as well as a safe Dig In position augmenting his poor base defensive stats. === [[Master Necrosurgeon Sepsira]] === Sepsira is a powerful infantry caster that makes use of debuffs and battle plans to bolster the otherwise mediocre stats of the Mechanithralls. In addition, Gang Fighter passively provides buffs to her Jack's. While she boasts a relatively high arcane of 7, her AAT of 6 means you'll be boosting many spells she casts. She's not the easiest to kill, but will definitely die if left out to dry. Because of this and the powerful debuff spells available both in her spell list and on the rack she loves an arc node. Play Sepsira if you enjoy overwhelming your opponent with hordes of models and making your models punch above their weight class. '''Stats and Abilities:''' While harder to kill than Eviscerus, Sepsira only boasts a 15/17 statline, making her pretty easy to kill. However, being on a small base, it is fairly easy to block line of sight to her. Her melee attacks are mediocre at best, while death toll can be cute, POW 11 is nothing to write home about and if she is directly in melee with something, mistakes have been made. Sepsira's kit really begins to shine when you look at her signature abilities. Her Battle Plans are all useful, making it a tough choice which to use each turn. Precision strike allows your models to advance and draw LOS through each other, giving you significant flexibility with model placement. This is especially useful for intermingling units of Mechanithralls, allowing you to use Shield Guard to trigger Vengeance on multiple units. Precision Strike also makes Sepsira able to run extra large based models such as MMD and Invictus with much more flexibility than many other casters. Her second battle plan, Special Orders, Grants a model or unit Reposition [3"]. This Battle Plan is useful for enabling models to back out of threat ranges after charging or shooting, or can even be used in the earlier turns to spread your mechanithralls out and make them more resilient to AOE's and Sprays. The third Battle Plan, Tenacity, is probably the weakest of the 3, granting Feign Death to a model or unit, ensuring they cannot be shot after being knocked down via tough or other means. Her second ability, Field Marshall[Gang Fighter], boosts the hitting power of the Jack's she brings, granting them +2 to attack and damage rolls when making melee attacks against a model engaged by your infantry models. '''Spells:''' Sepsira gets 3 rack slots, as well as her signature spells Breath Stealer and Onslaught. Breath stealer is an offensive debuff spell that reduces the defense and speed of a model. It can be useful for hitfixing against high defense models, as well as lowering the threat ranges of particularly dangerous models. Notably, Breath stealer is not an upkeep, meaning it can stack with Calamity from the rack for a potential -4 Defense swing. Her other spell, Onslaught, grants models in her control range Relentless Charge. This enables both your Thralls and your Jacks to charge with pathfinder, which considering the thrall's already small threat range comes in to play quite frequently. Sepsira is likely taking Calamity and Scything Touch every game, and Deaths Dominion a good 75% of the time. A lot of her kit invalidates many of the other spells present (Ghost Walk and Carnage), but there are certainly games where Occultation or Hellfire could be good in that third slot. Scything touch on a mechanithrall can lead to a useful bubble of darkshroud on the table, and can be spell-cycled for double the impact, even if the thralls themselves are not taking advantage of it, and sticking even one debuff on a high priority target will make it pretty trivial for mechanithralls to chew through. Deaths dominion makes your army very difficult to kill with blasts, and when your thralls do go down, stops them from having to forfeit parts of their activations to stand up. However, deaths dominion can be lackluster against armies with low shooting, making that third slot a little more matchup dependant. '''Feat:''' Graveyard Shift allows Sepsira to summon a unit of mechanithralls into play. Similar to Goreshade1's feat, the thralls do not have to forfeit anything the turn they come into play, giving sepsira a powerful assassination threat or even a tool to scalpel out a high value piece. While the thralls by themselves can struggle to threaten a difficult to kill model, the combination of Breath Stealer, Calamity, Scything Touch and the damage buff from The Furies can enable the unit to swing at an insane MAT 11 and POW 18 with 10 attacks. Sepsira can threaten this feat turn assassination from 19" away, forcing your opponent to constantly play around this threat. This feat is a powerful tool that demands constant respect from your opponent. === [[Wraithbinder Nekane]] === Wraithbinder Nekane is the Necrofactorium's fast assassin caster, blending an eclectic mix of mobility and threat range based ability, defensive abilities, and personal power. Her play pattern involves dipping in and out of combat to snipe enemies or disrupt the positioning of larger targets while applying debuffs or securely buffing her army. She also has a very powerful all-in assassination threat that can restrict many opponent plays or eliminate careless ones. Play Nekane if you're interested in mobility, high-risk high-reward casters, or want a live assassination threat. '''Stats and Abilities:''' Nekane has fairly middling stats at 16/15 defenses, fairly low power attacks, and magic stats of 6, though she does have Dodge to improve her odds of survival. Her standout stats are SPD 7 and RAT 7. She also has 16 life, which is relevant for several of her abilities. As the only living model in the Necrofactorium, Necrosurgeons cannot heal her, so her life is a resource that needs to be managed effectively. Her melee weapon, though fairly weak, does turn her Incorporeal if it kills something which can be important for her defenses. Her Rune Thrower shoots 2-4 Blessed POW 10 shots each turn. It can be nice for killing light troops or wounding medium troops, but the real use for it is Banish, which can move the target 1" for every hit. Whether pulling your target into melee threat ranges or pushing them out of enemy control areas, there are a lot of applications for this. Just remember that Banish does not work on enemy casters. Her remaining abilities are Grappling Hook, Vital Magic and Wraithbinder. Grappling Hook allows her to teleport 5" at the end of her turn at the cost of 1 focus, enabling her to play hit and run games with her Rune Thrower while staying safe. Vital Magic prevents her upkeep spells from being removed at the cost of d3 life to prevent the effect, which can be key with her signature or several of her rack spells. Finally, Wraithbinder provides a passive +3 ARM to all Incorporeal models near her. This includes herself if she triggers Blood Shadow. Just recall that models that make melee and ranged attacks lose Incorporeal for a round and thus lose that bonus, but it's very helpful to help protect your ghosts as they advance up the field. '''Spells:''' Nekane's signature spells are Banishing Ward and Mirage along with 3 spell rack slots. Banishing Ward is a situationally useful anti-spell upkeep that works particularly well on Incorporeal models. Mirage is a flexible threat extension upkeep, though it will not stack with Apparition on the Machine Wraith Dominators. Both are spells that have consequences if dispelled prematurely, so Vital Magic is important for securing them and making sure they are fully effective. Nekane has many options for her viable rack spells and which you choose depends on how you want to play her. Taking a number of upkeep spells can be effective as she can prevent them from being dispelled. Choosing Calamity and Hellfire (as well as potentially Blood Rain) gives her an extremely powerful assassination option. '''Feat:''' Wrath of Lyliss allows Nekane to spend her life to cast a spell for free (once per spell) or boost any of her attack and damage rolls. Theoretically, spending 15 life to cast 5 spells (her 2 signatures and 3 3-cost rack spells) and perform a total of 10 boosts allows you to get the equivalent of 23 extra focus points of benefit from full life. Taking Calamity and Hellfire allows you the option to go for a boosted Calamity and 3 fully boosted Hellfires (1 cast with feat, 2 with her focus) before she begins making gunshots that would also be fully boosted. This is obviously a powerful assassination threat that will keep opponents wary while it is in reserve, but can also be used for end-game scenario clearing or surgical strikes on key models, or simply to refresh her spells and operate more efficiently on a given turn. It's also important that she be in a safe place if she doesn't end the game with her feat, as she will be very vulnerable afterwards. Also keep in mind that Vital Magic and enemy damage or effects like Backlash will reduce the total potential of her feat, so watch out for those effects and use Vital Magic wisely. {{Cryx Necrofactorium Footer}} afea473e369a10a28bca4a1bdf8c92fd53a759dc File:Cygnar-Stormguard Legionnaires.webp 6 400 1283 2024-08-09T02:09:01Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Stormguard Legionnaires 0 401 1284 2024-08-09T02:36:27Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormguard_Legionnaires.webp|thumb|right]] ''With the reconstruction of the Storm Legions, the Stormguard are no longer limited to just being the defenders of Cygnar’s palaces. Instead, they have been issued a new remit—to seek out and destroy enemy warjacks in the field. Trained as skilled ’jack hunters, they use their next generation Voltaic Halberds t..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormguard_Legionnaires.webp|thumb|right]] ''With the reconstruction of the Storm Legions, the Stormguard are no longer limited to just being the defenders of Cygnar’s palaces. Instead, they have been issued a new remit—to seek out and destroy enemy warjacks in the field. Trained as skilled ’jack hunters, they use their next generation Voltaic Halberds to swiftly take down warjacks that would stand against them.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormguard Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} 5 Grunts for 7pts ===Abilities:=== * '''Resistance: Electricity''' * [['Jack Hunter]] * [[Set Defense]] ===Weapons=== {{Melee Weapon|<!--Name-->Voltaic Halberd|<!--MAT-->6|<!--RNG-->2|<!--POW-->13|* [[Critical Disruption]] * [[Brutal Charge]] }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're melee infantry with a strong charge and bonuses against Warjacks. <!-- How do they do it, what do they excel at?--> * 'Jack Hunter and brutal charge are situational, but very dangerous. * Their charging threat range is decent for melee infantry. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They have very specific targets that they're good against, and lose a lot of value if the opponent isn't playing Warjacks. * They are vulnerable to shooting. == Synergy == <!-- Which models work well with this? --> * Taking [[Deflection]] from the rack can help Stormguard Legionnaires survive. * Any form of threat extension helps them get the charge. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} a4915b68cbbe71f41e3b1bb4d4a3a4d98d17621a 1297 1284 2024-08-10T08:55:07Z Rork 33 /* Abilities: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormguard_Legionnaires.webp|thumb|right]] ''With the reconstruction of the Storm Legions, the Stormguard are no longer limited to just being the defenders of Cygnar’s palaces. Instead, they have been issued a new remit—to seek out and destroy enemy warjacks in the field. Trained as skilled ’jack hunters, they use their next generation Voltaic Halberds to swiftly take down warjacks that would stand against them.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormguard Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} 5 Grunts for 7pts ===Abilities:=== * '''Resistance: Electricity''' * {{'Jack Hunter}} * {{Set Defense}} ===Weapons=== {{Melee Weapon|<!--Name-->Voltaic Halberd|<!--MAT-->6|<!--RNG-->2|<!--POW-->13|* [[Critical Disruption]] * [[Brutal Charge]] }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're melee infantry with a strong charge and bonuses against Warjacks. <!-- How do they do it, what do they excel at?--> * 'Jack Hunter and brutal charge are situational, but very dangerous. * Their charging threat range is decent for melee infantry. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They have very specific targets that they're good against, and lose a lot of value if the opponent isn't playing Warjacks. * They are vulnerable to shooting. == Synergy == <!-- Which models work well with this? --> * Taking [[Deflection]] from the rack can help Stormguard Legionnaires survive. * Any form of threat extension helps them get the charge. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} d78d63c36d9beb781910697b2e56d7174bb24fbf 1299 1297 2024-08-10T08:56:36Z Rork 33 /* Weapons */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormguard_Legionnaires.webp|thumb|right]] ''With the reconstruction of the Storm Legions, the Stormguard are no longer limited to just being the defenders of Cygnar’s palaces. Instead, they have been issued a new remit—to seek out and destroy enemy warjacks in the field. Trained as skilled ’jack hunters, they use their next generation Voltaic Halberds to swiftly take down warjacks that would stand against them.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormguard Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} 5 Grunts for 7pts ===Abilities:=== * '''Resistance: Electricity''' * {{'Jack Hunter}} * {{Set Defense}} ===Weapons=== {{Melee Weapon|<!--Name-->Voltaic Halberd|<!--MAT-->6|<!--RNG-->2|<!--POW-->13|* {{Critical Disruption}} * {{Brutal Charge}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're melee infantry with a strong charge and bonuses against Warjacks. <!-- How do they do it, what do they excel at?--> * 'Jack Hunter and brutal charge are situational, but very dangerous. * Their charging threat range is decent for melee infantry. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They have very specific targets that they're good against, and lose a lot of value if the opponent isn't playing Warjacks. * They are vulnerable to shooting. == Synergy == <!-- Which models work well with this? --> * Taking [[Deflection]] from the rack can help Stormguard Legionnaires survive. * Any form of threat extension helps them get the charge. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 372e142ccf01eee4677e8b17dd4a41cf3586b2e8 Editor talkpage 0 250 1287 1248 2024-08-09T07:37:40Z EchoStrike11 36 wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) I've created templates for the March and Special Orders battle plans. I've also edited the Precision Strike template so it includes the name of the ability. The more templates we can use, the more consistent things will be in the long run (and quicker to create pages, too!) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:20, 3 August 2024 (UTC) And while I'm here, I've created a template for the preamble, too. So you can just write battle plan models like this: <nowiki>* {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}}</nowiki> [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:28, 3 August 2024 (UTC) Is the intention for every ability and keyword to have a template? And if so can we get a blank template for that in the editing guide? Also, is there some sort of index showing what abilities have already been made as templates? [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 07:37, 9 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) All casters now have some content, plus two solos [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:30, 3 August 2024 (UTC) Hello everyone! I'm new here and I took the liberty of starting the Tempest Assailers unit page. I have very little wiki experience and I'd appreciate if somebody could double check me. I also have no table time with the newest models so I left the commentary sections empty for now. Thanks! [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 03:24, 7 August 2024 (UTC) Looks Great- Good to have you on the team :) [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:33, 7 August 2024 (UTC) * I've converted Shield Wall, Smite star attack and Repulsor all to templates for reuse on other pages. I've sprinkled in a little bit about synergy, too. [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 13:15, 7 August 2024 (UTC) ** And in case anyone wants to use it, I used the star ★ from https://symbl.cc/en/2605/ . (You can just copy that star I used ^_^) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 14:48, 7 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 8fd11c6ea2df8630692e81dc73b4757185815051 1290 1287 2024-08-10T01:32:03Z EchoStrike11 36 wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) I've created templates for the March and Special Orders battle plans. I've also edited the Precision Strike template so it includes the name of the ability. The more templates we can use, the more consistent things will be in the long run (and quicker to create pages, too!) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:20, 3 August 2024 (UTC) And while I'm here, I've created a template for the preamble, too. So you can just write battle plan models like this: <nowiki>* {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}}</nowiki> [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:28, 3 August 2024 (UTC) Is the intention for every ability and keyword to have a template? And if so can we get a blank template for that in the editing guide? <s>Also, is there some sort of index showing what abilities have already been made as templates?</s> Aha! I found the 'Special Pages -> All Pages With Prefix -> Namespace: Template list. [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 07:37, 9 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) All casters now have some content, plus two solos [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:30, 3 August 2024 (UTC) Hello everyone! I'm new here and I took the liberty of starting the Tempest Assailers unit page. I have very little wiki experience and I'd appreciate if somebody could double check me. I also have no table time with the newest models so I left the commentary sections empty for now. Thanks! [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 03:24, 7 August 2024 (UTC) Looks Great- Good to have you on the team :) [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:33, 7 August 2024 (UTC) * I've converted Shield Wall, Smite star attack and Repulsor all to templates for reuse on other pages. I've sprinkled in a little bit about synergy, too. [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 13:15, 7 August 2024 (UTC) ** And in case anyone wants to use it, I used the star ★ from https://symbl.cc/en/2605/ . (You can just copy that star I used ^_^) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 14:48, 7 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) d72b6a0fbf2eb0fc16539df23fd31f3f40d8184c File:Cygnar-Stormthrower Legionnaires.webp 6 402 1288 2024-08-10T00:38:58Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Stormthrower Legionnaires 0 403 1289 2024-08-10T00:56:31Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormthrower_Legionnaires.webp|thumb|right]] ''Among Cygnar’s most technologically advanced soldiers, the Stormthrower Legionnaires are armed with huge galvanically charged mechanika fighting blades that can spring open to reveal their lightning spraying power cores. The Stomthrowers are intended to provide withering fire support to Storm Legion forces on th..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormthrower_Legionnaires.webp|thumb|right]] ''Among Cygnar’s most technologically advanced soldiers, the Stormthrower Legionnaires are armed with huge galvanically charged mechanika fighting blades that can spring open to reveal their lightning spraying power cores. The Stomthrowers are intended to provide withering fire support to Storm Legion forces on the battlefield.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormthrower Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} 5 Grunts for 8pts ===Abilities:=== * '''Resistance: Electricity''' * [[Dual Attack]] ===Weapons=== {{Ranged Weapon|<!--Name-->Electrical Discharge|<!--RAT-->6|<!--RNG-->sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * [[Pistol]] * Damage type: Electricity}} {{Melee Weapon|<!--Name-->Blade|<!--MAT-->6|<!--RNG-->2|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're hybrid infantry with a lightning spray attack and a decent sword. <!-- How do they do it, what do they excel at?--> * With both Dual Attack and the Pistol weapon quality, they have very flexible options for using their ranged attacks even when they're stuck into melee. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are the most expensive of the small-based legionnaires. * They are vulnerable to counter shooting. == Synergy == <!-- Which models work well with this? --> * Taking [[Deflection]] from the rack can help Stormguard Legionnaires survive. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} ba13666c75f275537834cae782bc49b64270cbbf 1291 1289 2024-08-10T01:33:28Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormthrower_Legionnaires.webp|thumb|right]] ''Among Cygnar’s most technologically advanced soldiers, the Stormthrower Legionnaires are armed with huge galvanically charged mechanika fighting blades that can spring open to reveal their lightning spraying power cores. The Stomthrowers are intended to provide withering fire support to Storm Legion forces on the battlefield.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormthrower Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} 5 Grunts for 8pts ===Abilities:=== * '''Resistance: Electricity''' * {{Dual Attack}} ===Weapons=== {{Ranged Weapon|<!--Name-->Electrical Discharge|<!--RAT-->6|<!--RNG-->sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * [[Pistol]] * Damage type: Electricity}} {{Melee Weapon|<!--Name-->Blade|<!--MAT-->6|<!--RNG-->2|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're hybrid infantry with a lightning spray attack and a decent sword. <!-- How do they do it, what do they excel at?--> * With both Dual Attack and the Pistol weapon quality, they have very flexible options for using their ranged attacks even when they're stuck into melee. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are the most expensive of the small-based legionnaires. * They are vulnerable to counter shooting. == Synergy == <!-- Which models work well with this? --> * Taking [[Deflection]] from the rack can help Stormguard Legionnaires survive. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} e6d9ed0a270744b38d4a4b90059fcf686225e629 File:Cygnar-Stryker Warjack.webp 6 404 1292 2024-08-10T01:55:58Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Stryker 0 358 1293 1229 2024-08-10T01:59:37Z EchoStrike11 36 wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> [[File:Cygnar-Stryker_Warjack.webp|thumb|right]] ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ====Left Arms==== '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} ====Right Arms==== {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} ====Heads==== * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == First of all, what do you want the Stryker to do? ===Melee=== * The halberd and hammer are your top drawer damage dealers. ** The hammer lacks melee range, so you may want to favour [[Major Anson Wolfe]] for Lightning Tendrils. * The Power Fist is the highest POW left arm, and even comes with a gun thrown in. * Of course, going full melee puts a big target on it. Opting for a shield keeps it more survivable and Polarity Shield is situationally useful. ** Add additional DEF or ARM buffs from either the rack or [[Lieutenant Sara Brisbane]] if you ''really'' want it to get there. * The choice of head leans towards Relentless Charge or sometimes Overtake. ===Combined Arms=== This is generally Cygnar's thing - Try to do everything and do it reasonably well. * For guns that mean business, the Mag-Bolter is the obvious choice. * Pair up with the hammer or halberd. * Taking the Electro Bombard, which synergises with [[Ionization]], can be a trap since it prevents you from taking a high POW melee weapon, so make sure you have suitable damage dealers in your list. * An intriguing choice is the javelin with the power fist - that's ''four'' initial attacks, but does push the build towards killing light warjacks or heavy infantry. * Heads lean according to preference - Relentless Charge is never bad, and the cheapest. Arcane precision may suit certain army builds. ===Ranged=== Obviously, take guns. Just remember that any weapon without pistol means that in melee, it won't do much. The challenge with this sort of build is that 3 focus does not support two fully boosted gun shots. You will have to prioritise based on which weapon will do more damage. * Mag-Bolter and Electro Bombard - The long range, high POW choice. * You could switch the Bombard to a Stormblazer cannon, but then you have a huge range mismatch. ** You ''could'' pair the Stormblazer cannon with the Voltaic Javelin, but Cygnar does not typically struggle to kill infantry, and that's generally not a great use of a heavy warjack. * For the head, Arcane Precision would be the best choice. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It's one of the few Storm Legion models that is '''not''' resistant to electrical attacks. Keep spells like [[Lightning Tendrils]] and [[Electrify]] or the Plasma Nimbus head in mind if your Stryker is likely be getting close to models with Electro Leap or Lightning Generator. * When it comes to combined arms Strykers, it's far easier to achieve that with a Mag-Bolter compared to an Electro Bombard. The right arm choices have two high POW melee weapons, the left arm has none. Taking the Electro Bombard as your principal gun means you have to get those high POW melee weapons like the Voltaic Halberd or Hammer from another model. ** Taking the high POW guns will harm their melee output since the lack of Pistol means their chances of hitting with it are low. * Its highest POW is 18 in melee. Although respectable, it's not reliable when trying to kill another heavy in one round. That does mean that most casters want to take [[Electrify]] since only [[Major Anson Wolfe|Wolfe]] and [[Major Allister Caine]] have their own damage buffs. [[Captain Raef Huxley]] helps out through [[Full Throttle]] since getting a free charge can be turned into an additional attack. == Synergy == == Tricks == {{Storm Legion Footer}} 687aa94bdca5de49b187d07cfa24b6d9e013dfb1 1300 1293 2024-08-10T08:57:57Z Rork 33 /* Right Arms */ wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> [[File:Cygnar-Stryker_Warjack.webp|thumb|right]] ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ====Left Arms==== '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} ====Right Arms==== {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} * {{Set Defense}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} ====Heads==== * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == First of all, what do you want the Stryker to do? ===Melee=== * The halberd and hammer are your top drawer damage dealers. ** The hammer lacks melee range, so you may want to favour [[Major Anson Wolfe]] for Lightning Tendrils. * The Power Fist is the highest POW left arm, and even comes with a gun thrown in. * Of course, going full melee puts a big target on it. Opting for a shield keeps it more survivable and Polarity Shield is situationally useful. ** Add additional DEF or ARM buffs from either the rack or [[Lieutenant Sara Brisbane]] if you ''really'' want it to get there. * The choice of head leans towards Relentless Charge or sometimes Overtake. ===Combined Arms=== This is generally Cygnar's thing - Try to do everything and do it reasonably well. * For guns that mean business, the Mag-Bolter is the obvious choice. * Pair up with the hammer or halberd. * Taking the Electro Bombard, which synergises with [[Ionization]], can be a trap since it prevents you from taking a high POW melee weapon, so make sure you have suitable damage dealers in your list. * An intriguing choice is the javelin with the power fist - that's ''four'' initial attacks, but does push the build towards killing light warjacks or heavy infantry. * Heads lean according to preference - Relentless Charge is never bad, and the cheapest. Arcane precision may suit certain army builds. ===Ranged=== Obviously, take guns. Just remember that any weapon without pistol means that in melee, it won't do much. The challenge with this sort of build is that 3 focus does not support two fully boosted gun shots. You will have to prioritise based on which weapon will do more damage. * Mag-Bolter and Electro Bombard - The long range, high POW choice. * You could switch the Bombard to a Stormblazer cannon, but then you have a huge range mismatch. ** You ''could'' pair the Stormblazer cannon with the Voltaic Javelin, but Cygnar does not typically struggle to kill infantry, and that's generally not a great use of a heavy warjack. * For the head, Arcane Precision would be the best choice. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It's one of the few Storm Legion models that is '''not''' resistant to electrical attacks. Keep spells like [[Lightning Tendrils]] and [[Electrify]] or the Plasma Nimbus head in mind if your Stryker is likely be getting close to models with Electro Leap or Lightning Generator. * When it comes to combined arms Strykers, it's far easier to achieve that with a Mag-Bolter compared to an Electro Bombard. The right arm choices have two high POW melee weapons, the left arm has none. Taking the Electro Bombard as your principal gun means you have to get those high POW melee weapons like the Voltaic Halberd or Hammer from another model. ** Taking the high POW guns will harm their melee output since the lack of Pistol means their chances of hitting with it are low. * Its highest POW is 18 in melee. Although respectable, it's not reliable when trying to kill another heavy in one round. That does mean that most casters want to take [[Electrify]] since only [[Major Anson Wolfe|Wolfe]] and [[Major Allister Caine]] have their own damage buffs. [[Captain Raef Huxley]] helps out through [[Full Throttle]] since getting a free charge can be turned into an additional attack. == Synergy == == Tricks == {{Storm Legion Footer}} ee21a820978bb885beb4f81fb979bdbe9f82a03c 'Jack Hunter 0 405 1295 2024-08-10T08:51:19Z Rork 33 Created page with "''''Jack Hunter''' - This model gains an additional die on its melee and ranged damage rolls against warjacks." wikitext text/x-wiki ''''Jack Hunter''' - This model gains an additional die on its melee and ranged damage rolls against warjacks. fc0a47e44efc8d5325913f111524ae9324752350 Template:Set Defense 10 192 1296 644 2024-08-10T08:54:07Z Rork 33 wikitext text/x-wiki '''Set Defense''' - Models suffer -2 on charge and slam power attack rolls against a model with Set Defense. 5b250488a0d9f95f980495c8f3f6f0b192bcda06 Template:'Jack Hunter 10 406 1298 2024-08-10T08:55:34Z Rork 33 Created page with "''''Jack Hunter''' - This model gains an additional die on its melee and ranged damage rolls against warjacks." wikitext text/x-wiki ''''Jack Hunter''' - This model gains an additional die on its melee and ranged damage rolls against warjacks. fc0a47e44efc8d5325913f111524ae9324752350 File:Cygnar-Storm Lance Legionnaires.webp 6 407 1301 2024-08-11T20:33:35Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Storm Lance Legionnaires 0 408 1302 2024-08-11T20:54:03Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Storm_Lance_Legionnaires.webp|thumb|right]] ''The Storm Lance Legionnaires are the heavy cavalry of the Storm Legion. Clad in Legionnaire armor astride heavily armored and insulated warhorses, the Storm Lances charge headlong into the enemy as the vanguard of Cygnar’s forces. Their lances are capable of both brutal charges and searing electrical attacks.''..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Storm_Lance_Legionnaires.webp|thumb|right]] ''The Storm Lance Legionnaires are the heavy cavalry of the Storm Legion. Clad in Legionnaire armor astride heavily armored and insulated warhorses, the Storm Lances charge headlong into the enemy as the vanguard of Cygnar’s forces. Their lances are capable of both brutal charges and searing electrical attacks.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Storm Lance Legionnaires''' || <!--Spd--> 8 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 10pts ===Abilities:=== * '''Resistance: Electricity''' * {{Dual Attack}} * {{Unstoppable}} * {{Cavalry}} * {{Reposition[3"]}} * {{Unyielding}} ===Weapons=== {{Ranged Weapon|<!--Name-->Lightning Pulse|<!--RAT-->6|<!--RNG-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * [[Pistol]] * Damage type: Electricity * {{Electro Leap}}}} {{Melee Weapon|<!--Name-->Lance|<!--MAT-->7|<!--RNG-->2|<!--POW-->14| * {{Brutal Charge}} * {{Critical Thunderclap}}}} {{Melee Weapon|<!--Name-->Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->9|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're premium heavy cavalry with ranged attacks on the side. <!-- How do they do it, what do they excel at?--> * Hard hitting charge with a very long threat range. ** With the cavalry advantage they get boosted charge attacks, improving both their chances of hitting and their chances to crit. * Good armor and 5 boxes each, especially in melee. * With both Dual Attack and the Pistol weapon quality, they have very flexible options for using their ranged attacks even when they're stuck into melee. * Multiple initials plus Electro Leap help them clear groups of enemies. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are very expensive. == Synergy == <!-- Which models work well with this? --> * Defensive spells from the rack like [[Deflection]] and [[Arcane Shield]] help to protect your investment. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} d690a0329bfda9398ea72b52a39f57f3ebd252cf 1304 1302 2024-08-11T21:06:45Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Storm_Lance_Legionnaires.webp|thumb|right]] ''The Storm Lance Legionnaires are the heavy cavalry of the Storm Legion. Clad in Legionnaire armor astride heavily armored and insulated warhorses, the Storm Lances charge headlong into the enemy as the vanguard of Cygnar’s forces. Their lances are capable of both brutal charges and searing electrical attacks.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Storm Lance Legionnaires''' || <!--Spd--> 8 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 10pts ===Abilities:=== * '''Resistance: Electricity''' * {{Dual Attack}} * {{Unstoppable}} * {{Cavalry}} * '''Reposition [3"]''' * {{Unyielding}} ===Weapons=== {{Ranged Weapon|<!--Name-->Lightning Pulse|<!--RAT-->6|<!--RNG-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * [[Pistol]] * Damage type: Electricity * {{Electro Leap}}}} {{Melee Weapon|<!--Name-->Lance|<!--MAT-->7|<!--RNG-->2|<!--POW-->14| * {{Brutal Charge}} * {{Critical Thunderclap}}}} {{Melee Weapon|<!--Name-->Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->9|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're premium heavy cavalry with ranged attacks on the side. <!-- How do they do it, what do they excel at?--> * Hard hitting charge with a very long threat range. ** With the cavalry advantage they get boosted charge attacks, improving both their chances of hitting and their chances to crit. * Good armor and 5 boxes each, especially in melee. * With both Dual Attack and the Pistol weapon quality, they have very flexible options for using their ranged attacks even when they're stuck into melee. * Multiple initials plus Electro Leap help them clear groups of enemies. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are very expensive. == Synergy == <!-- Which models work well with this? --> * Defensive spells from the rack like [[Deflection]] and [[Arcane Shield]] help to protect your investment. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 374dd93ce45db0c80d9a44d11b16962bc849e4c0 Template:Unyielding 10 211 1303 679 2024-08-11T21:02:15Z EchoStrike11 36 wikitext text/x-wiki '''Unyielding''' - This model gains +2 ARM against melee damage rolls. 10474f72db18577f9d3885d1894a03f61296224d File:Cygnar-Tempest Thunderers.webp 6 409 1305 2024-08-12T03:50:46Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Tempest Thunderers 0 410 1306 2024-08-12T04:00:28Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionnaire]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Thunderers.webp|thumb|right]] ''Additional recipients of Cygnar’s new augmented heavy infantry battle armor, the Tempest Thunderers pack huge Voltaic Blasters capable of blasting apart the packed ranks of the enemy line. Even those who are not blasted apart as a result of the weapon’s raw galvanic fury may be laid low by its explos..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionnaire]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Thunderers.webp|thumb|right]] ''Additional recipients of Cygnar’s new augmented heavy infantry battle armor, the Tempest Thunderers pack huge Voltaic Blasters capable of blasting apart the packed ranks of the enemy line. Even those who are not blasted apart as a result of the weapon’s raw galvanic fury may be laid low by its explosive report.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Thunderers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 5 |} 3 Grunts for 9pts ===Abilities:=== * '''Resistance: Electricity''' * {{Dual Attack}} ===Weapons=== {{Ranged Weapon|<!--Name-->Voltaic Blaster|<!--RAT-->6|<!--RNG-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/8| * [[Damage type: Electricity]] * {{Critical Thunderclap}}}} {{Melee Weapon|<!--Name-->Blade|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're premier ranged troops with AOE lightning cannons. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are almost as expensive as cavalry. * They're relatively slow. == Synergy == <!-- Which models work well with this? --> * Taking [[Arcane Shield]] from the rack for Assailers makes them ARM20 and resistant to most counter shooting. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} a9c4a9cfd88d2cde8dfbd4f0381ce6b56174e249 1335 1306 2024-08-14T02:54:53Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Legionnaire]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Tempest_Thunderers.webp|thumb|right]] ''Additional recipients of Cygnar’s new augmented heavy infantry battle armor, the Tempest Thunderers pack huge Voltaic Blasters capable of blasting apart the packed ranks of the enemy line. Even those who are not blasted apart as a result of the weapon’s raw galvanic fury may be laid low by its explosive report.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tempest Thunderers''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 5 |} 3 Grunts for 9pts ===Abilities:=== * '''Resistance: Electricity''' * {{Dual Attack}} ===Weapons=== {{Ranged Weapon|<!--Name-->Voltaic Blaster|<!--RAT-->6|<!--RNG-->12|<!--ROF-->1|<!--AOE-->2|<!--POW-->13/8| * [[Damage type: Electricity]] * {{Critical Thunderclap}}}} {{Melee Weapon|<!--Name-->Blade|<!--MAT-->7|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're premier ranged troops with AOE lightning cannons. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are almost as expensive as cavalry. * They're relatively slow. == Synergy == <!-- Which models work well with this? --> * Taking [[Arcane Shield]] from the rack for Thunderers makes them ARM20 and resistant to most counter shooting. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} de0362adf45d6878eb260f9477261c17ea615880 Arcane Mechaniks 0 411 1307 2024-08-12T15:33:12Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Arcane_Mechaniks.webp|thumb|right]] ''Cygnar’s Arcane Mechaniks are charged with the upkeep of the Storm Legion’s warjacks and advanced mechanika. These skilled engineers are capable of much more than mere battlefield repairs; each is also an arcanist in their own right, capable of magically reinforcing the armament of the warjacks they oversee and chargin..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Arcane_Mechaniks.webp|thumb|right]] ''Cygnar’s Arcane Mechaniks are charged with the upkeep of the Storm Legion’s warjacks and advanced mechanika. These skilled engineers are capable of much more than mere battlefield repairs; each is also an arcanist in their own right, capable of magically reinforcing the armament of the warjacks they oversee and charging them with focus in times of need. Even their tools of the trade, a blazing torch and heavy forge hammer, can be brought to bear as weapons in an emergency. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Arcane Mechaniks''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 5 |} 3 Grunts for 5pts ===Abilities:=== * '''Resistance: Electricity''' * {{Magic Ability}} ** Arcane Reinforcement (*Action) ** Empower (*Action) * '''Repair [d3+1] (*Action)''' - RNG 1 ===Weapons=== {{Ranged Weapon|<!--Name-->Torch|<!--RAT-->5|<!--RNG-->sp4|<!--ROF-->-|<!--AOE-->-|<!--POW-->10| * [[Damage type: Electricity]] * {{Pistol}} * {{Critical Fire}}}} {{Melee Weapon|<!--Name-->Forge Hammer|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're mechaniks with empower and are suprisingly tanky. <!-- How do they do it, what do they excel at?--> * They have a toolbox of support for warjacks. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are slower than the 'jacks they are meant to support. * They don't kill much. == Synergy == <!-- Which models work well with this? --> * All Warjacks appreciate extra focus. * Being able to hand out magical damage counters gimmicks like incorporeal. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 67a18b98a8649382d74f49c90032e7d615114b18 1309 1307 2024-08-12T15:50:10Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Arcane_Mechaniks.webp|thumb|right]] ''Cygnar’s Arcane Mechaniks are charged with the upkeep of the Storm Legion’s warjacks and advanced mechanika. These skilled engineers are capable of much more than mere battlefield repairs; each is also an arcanist in their own right, capable of magically reinforcing the armament of the warjacks they oversee and charging them with focus in times of need. Even their tools of the trade, a blazing torch and heavy forge hammer, can be brought to bear as weapons in an emergency. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Arcane Mechaniks''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 5 |} 3 Grunts for 5pts ===Abilities:=== * '''Resistance: Electricity''' * '''Magic Ability''' ** '''Arcane Reinforcement (*Action)''' - RNG 5. Target friendly Faction warjack. If target warjack is in range, its weapons gain Damage Type: Magical. Arcane Reinforcement last for one turn. ** '''Empower (*Action)''' - RNG 6. Target friendly Faction warjack. If target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. * '''Repair [d3+1] (*Action)''' - RNG 1. Target friendly Faction contruct model. If the model is in range, remove d3+1 damage points from it. ===Weapons=== {{Ranged Weapon|<!--Name-->Torch|<!--RAT-->5|<!--RNG-->sp4|<!--ROF-->-|<!--AOE-->-|<!--POW-->10| * [[Damage type: Electricity]] * {{Pistol}} * {{Critical Fire}}}} {{Melee Weapon|<!--Name-->Forge Hammer|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're mechaniks with empower and are suprisingly tanky. <!-- How do they do it, what do they excel at?--> * They have a toolbox of support for warjacks. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are slower than the 'jacks they are meant to support. * They don't kill much. == Synergy == <!-- Which models work well with this? --> * All Warjacks appreciate extra focus. * Being able to hand out magical damage counters gimmicks like incorporeal. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} e2a238539e5b7d8b6781eef3dc455d7065cd1d1f 1310 1309 2024-08-12T15:53:03Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Arcane_Mechaniks.webp|thumb|right]] ''Cygnar’s Arcane Mechaniks are charged with the upkeep of the Storm Legion’s warjacks and advanced mechanika. These skilled engineers are capable of much more than mere battlefield repairs; each is also an arcanist in their own right, capable of magically reinforcing the armament of the warjacks they oversee and charging them with focus in times of need. Even their tools of the trade, a blazing torch and heavy forge hammer, can be brought to bear as weapons in an emergency. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Arcane Mechaniks''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 5 |} 3 Grunts for 5pts ===Abilities:=== * '''Resistance: Electricity''' * '''Magic Ability''' ** '''Arcane Reinforcement (★Action)''' - RNG 5. Target friendly Faction warjack. If target warjack is in range, its weapons gain Damage Type: Magical. Arcane Reinforcement last for one turn. ** '''Empower (★Action)''' - RNG 6. Target friendly Faction warjack. If target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. * '''Repair [d3+1] (★Action)''' - RNG 1. Target friendly Faction contruct model. If the model is in range, remove d3+1 damage points from it. ===Weapons=== {{Ranged Weapon|<!--Name-->Torch|<!--RAT-->5|<!--RNG-->sp4|<!--ROF-->-|<!--AOE-->-|<!--POW-->10| * [[Damage type: Electricity]] * {{Pistol}} * {{Critical Fire}}}} {{Melee Weapon|<!--Name-->Forge Hammer|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're mechaniks with empower and are suprisingly tanky. <!-- How do they do it, what do they excel at?--> * They have a toolbox of support for warjacks. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are slower than the 'jacks they are meant to support. * They don't kill much. == Synergy == <!-- Which models work well with this? --> * All Warjacks appreciate extra focus. * Being able to hand out magical damage counters gimmicks like incorporeal. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} f7b4d4e69e30888a38916fcde202e45bcd496236 1313 1310 2024-08-12T16:28:58Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Arcane_Mechaniks.webp|thumb|right]] ''Cygnar’s Arcane Mechaniks are charged with the upkeep of the Storm Legion’s warjacks and advanced mechanika. These skilled engineers are capable of much more than mere battlefield repairs; each is also an arcanist in their own right, capable of magically reinforcing the armament of the warjacks they oversee and charging them with focus in times of need. Even their tools of the trade, a blazing torch and heavy forge hammer, can be brought to bear as weapons in an emergency. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Arcane Mechaniks''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 5 |} 3 Grunts for 5pts ===Abilities:=== * '''Resistance: Electricity''' * '''Magic Ability''' ** '''Arcane Reinforcement (★Action)''' - RNG 5. Target friendly Faction warjack. If target warjack is in range, its weapons gain Damage Type: Magical. Arcane Reinforcement last for one turn. ** '''Empower (★Action)''' - RNG 6. Target friendly Faction warjack. If target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. * '''Repair [d3+1] (★Action)''' - RNG 1. Target friendly Faction contruct model. If the model is in range, remove d3+1 damage points from it. ===Weapons=== {{Ranged Weapon|<!--Name-->Torch|<!--RAT-->5|<!--RNG-->sp4|<!--ROF-->-|<!--AOE-->-|<!--POW-->10| * [[Damage type: Electricity]] * {{Pistol}} * {{Critical Fire}}}} {{Melee Weapon|<!--Name-->Forge Hammer|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're mechaniks with empower and are surprisingly tanky. <!-- How do they do it, what do they excel at?--> * They have a toolbox of support for warjacks. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are slower than the 'jacks they are meant to support. * They don't kill much. == Synergy == <!-- Which models work well with this? --> * All Warjacks appreciate extra focus. * Being able to hand out magical damage counters gimmicks like incorporeal. * Ranged warjacks are much less likely to outrun your mechanics. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 9defa19fb8eeb4d7d5676c1851c6f184a6418301 File:Cygnar-Arcane Mechaniks.webp 6 412 1308 2024-08-12T15:33:50Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Magziev Zariyah Volkova 0 238 1311 778 2024-08-12T15:54:28Z EchoStrike11 36 wikitext text/x-wiki = Magziev Zariyah Volkova = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Solo]]'''</span> ''It was only by the dint of her unquestionable loyalty and willingness to hunt her former compatriots in the service of the empire that Zariyah Volkova escaped the punishments meted out to so many former members of the Greylords Covenant. As a mark of respect for her fierce commitment to the Motherland, Volkova was even allowed to retain her Greylord rank when she was transferred into the Winter Korps. She now serves as one of the few fully trained battle wizards within the Korps, service she relishes with every fiber of her existence.'' [[File:Volkova.png|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | '''Magziev Zariyah Volkova''' || 6 || 7 || 7 || - || 14 || 16 || 5 |} 4 points ===Abilities:=== *'''Resistance: Cold''' *'''Apparition''' During your Control Phase, place this model anywhere completely within 2" of its current location. *'''Battle Wizard''' Once per turn, when this model destroys or removes from play one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action *'''Magic Ability''' **'''Ancillary Attack (★Action)''' RNG 3. Target friendly Faction warjack/warbeast. If the target is in range, it immediately makes one basic melee or ranged attack. A model can be targeted by an Ancillary Attack special action only once per turn. **'''Hoarfrost (★Attack)''' Hoarfrost is a RNG8, AOE2, POW14/8 arcane attack that causes cold damage. On a critical hit, models hit become stationary for one round unless they have Resistance: Cold. **'''Guidance (★Action)''' RNG 6. Target friendly model. If the model is in range, it gains Eyeless Sight and its weapons gain Damage Type: Magical for one turn. * '''Snow-Wreathed''' - This model has concealment. ===Weapons=== {{Melee Weapon|Sickle Scythe|7|1|13|*'''Critical Freeze'''}} == Role and strengths == Warjack support solo, offering Ancillary attack and guidance. Both are worthwhile abilities with even 1 gun warjack, giving either a second shot or eyeless sight: and she'll probably make it to most lists with a Heavy Cannon bear. * Guidance works on all models, so can also give to a Warcaster who needs to see through stealth or a suppressor to clear an incorporeal target * Ancillary attack is great on any big warjack weapon: favourites are a heavy cannon, [[Mastodon]] heavy mortar, or any decent melee attack. * Her combat abilities are good: relatively high stats across the board, and a mat 7 pow 13 melee weapon is enough to kill even 'elite' Warrior models (short of a Man o War). * Battle wizard lets you cast if you kill something, so if you really need a model dead and ancillary attack you can (if you hit) == Downsides == * She's got a target on her head! == Synergy == * [[Borisyuk]] appreciates a guidance option, to let him flare up to 2 stealth targets for everyone else to shoot. He also tends to take a lot of shooting warjacks to benefit from Ancillary Attack. * [[Savaryn]]'s Kill Order increases her accuracy, and her melee attack (to POW15) and Hoarfrost (to POW16/10) to dangerous power levels. * [[Baranova]] appreciates her as an extra spellcaster to trigger Long Shadows, although she may rarely use Hoarfrost * Any gun warjacks, especially [[Mastodon]] and [[Great Bear]]s with Heavy Cannons. == Tricks == * If you are being jammed by low arm infantry, she can kill 4 a turn by charging then Battle Wizard a Hoarfrost. Apparition can help her get there too. {{Winter Korps Footer}} e51e5fee442dcee245226417a0f9b4f5c4feec9f Koldun Lord Damien Korovnik 0 274 1312 925 2024-08-12T15:57:52Z EchoStrike11 36 wikitext text/x-wiki = Koldun Lord Damien Korovnik = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Sea Raider]] [[Winter Korps]] [[Solo]]'''</span> ''​Having fled Korsk at the height of Ayn Vanar’s purge of the Greylords, Koldun Lord Damien Korovnik found himself captured by the Orgoth at the start of their invasion. Now forced into foul servitude by the invaders, Korovnik longs for his freedom and a return to his countrymen, even if it means his certain death. Though the former Greylord fights alongside the Orgoth host, he awaits the day he can strike back against his new masters to redeem some small part of himself before meeting his final judgment.'' [[File:Koldun Korovnik.jpg|thumb|right]] == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Korovnik 1''' || 6 || 7 || 7 || - || 13 || 14 || 5 |} 3pts *Mercenary [Sea Raiders and Winter Korps] *'''Mercenary Attachment''' Before the start of the game, attach this model/unit to a friendly Leader for the rest of the game. Each Leader can have only one model/unit attached to it. The attached model/unit is part of its Leader's battlegroup. This model is considered to be the same faction as its Leader. ===Abilities:=== *'''Resistance: Cold''' *'''Battle Wizard''' Once per turn, when this model destroys or removes from play one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action *'''Magic Ability''' ** '''Blizzard (★Action)''' - Choose a friendly Faction model within 5" of this model. Center a cloud effect template on the chosen model. The template remains centered on the model for one round. If the chosen model is destroyed or removed from play, remove the template from play. **'''Razor Wind (★Attack)''' - Razor Wind is a Rng SP10, POW12 Arcane attack. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxed or circles on the last column or branch damaged. **'''Spell Slave (★Action or ★Attack)''' - This model must be in its Leader's control range to make the Spell Slave special action. When it does, it casts one of the spells on its Leader's card with a COST of 3 or less. This model cannot cast upkeep spells with a RNG of SELF or CTRL. When casting an offensive spell, Spell Slave is an arcane attack. ===Weapons=== {{Melee Weapon|Blaze Axe|7|1|12| *'''Magical''' *'''Dispel''' When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire}} == Role and strengths == 90% of the reason to take him is Spell Slave, and you'll only take him when you have a great spell worth slaving. * Dispel gives you access to an ability to clear enemy upkeeps on their models. You need to get within axe swinging range though. Spell slave is worth deep diving into. There are very few spells you can cast, typically you are looking for non-upkeeps that target friendly models. Otherwise, you can use 'damaging' offensive spells, but usually only if they have really good side effects. Look in the Synergies section for which spells are worth considering. Note Korovnik counts as friendly faction, so can cast Faction spells. On the flipside, he is not a Faction mercenary due to the Mercenary Attachment rule, so cannot cast 'faction' spells on mercenaries. == Downsides == * Not worthwhile if you don't have a good spell to slave. == [[Winter Korps]] Synergy == Focusing on Spell slave users * On the rack, Return Fire is the only spell able to be cast by Korovnik (other than Razor Wind, which he already has). Alone, this is probably not going to be enough to take him * [[Sikora]] really likes him to cast Positive Charge * [[Baranova]] can take him for a Gallows - this is one of the rare offensive abilities worth it for a second cast. * [[Borisyuk]] can use him for Unnatural Darkness or Korovnik's own Blizzard - both of them can put a cloud on Ilari to enable his prowl. * [[Kovoskiy]] and [[Savaryn]] can take him for Icy Grip and Spirit Fang: direct nuke spells with secondary effects. However it probably isn't worth it most of the time. == [[Orgoth Sea Raiders]] Synergy == * [[Butcher5]] has the most use from him: Both Hunters Mark and Eruption can be cast by Spell Slave, and a free Hunters Mark is a great way to buff Butcher's charge. Focusing on other Spell slave users - there's not too much that Orgoth can use Korovnik for. * From the rack he can case Unnatural Darkness, Hex Blast or Soulfire. None of them overly compelling to bring. * [[Kishtaar]] can use him for Blizzard - to enable prowl. * [[Oriax]] can let him cast Icy Grip, probably not a great use for him. * [[Sabbreth]] lets Korovnik cast Perdition, but as Korovnik has no battlegroup it cannot let anything move. So Perdition less useful than razor wind. == Tricks == * Although he can't cast Avenging Force from [[Winter Korps]] rack, since he is battlegroup he can be affected by it. This might take an opponent by surprise, enabling him to charge with his dispel attack. {{Winter Korps Footer}} {{Orgoth Sea Raiders Footer}} 63eba45fc50318fcd7c5908c072d1b1b4cd4e0ac File:Cygnar-Storm Callers.webp 6 413 1314 2024-08-12T18:24:51Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Storm Callers 0 414 1315 2024-08-12T18:45:58Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Unit]]'''</span> [[File:Cygnar-Storm_Callers.webp|thumb|right]] ''Model description placeholder.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Unit]]'''</span> [[File:Cygnar-Storm_Callers.webp|thumb|right]] ''Model description placeholder.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Storm Callers''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 11 || <!--HP--> 1 |} 3 Grunts for 5pts ===Abilities:=== * '''Resistance: Electricity''' * {{Dual Attack}} * {{Force Barrier}} * '''Reposition [3"]''' ===Weapons=== {{Ranged Weapon|<!--Name-->Storm Vortex|<!--RAT-->6|<!--RNG-->10|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| * '''Damage Type: Magical''' * '''Damage type: Electricity''' * '''Power Multiplier''' - Models in this unit gain a +1 cumulative bonus to ranged attack and ranged damage rolls for each other model in this unit that has directly hit an enemy model with a ranged attack this activation. * '''Stormcall''' - Attacks with this weapon ignore concealment, cover, and stealth.}} {{Melee Weapon|<!--Name-->Lightning Rod|<!--MAT-->5|<!--RNG-->2|<!--POW-->12| * {{Electro Leap}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're shooting specialists who power each other up each time the unit directly hits. <!-- How do they do it, what do they excel at?--> * With both Stormcall and magical damage, they can ignore a lot of anti-shooting tech. * Force barrier helps them survive better than their terrible stats would suggest. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Even with force barrier, they are fragile. * Power Multiplier loses value if the unit's first attack misses. == Synergy == <!-- Which models work well with this? --> * Taking [[snipe]] from the rack can help Storm Callers deliver their attacks, and keep them further away from danger. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} fa42282f8cb724009fba0897e37c97c604f1d60a 1316 1315 2024-08-12T18:53:25Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Unit]]'''</span> [[File:Cygnar-Storm_Callers.webp|thumb|right]] ''Model description placeholder.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Storm Callers''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 11 || <!--HP--> 1 |} 3 Grunts for 5pts ===Abilities:=== * '''Resistance: Electricity''' * {{Dual Attack}} * {{Force Barrier}} * '''Reposition [3"]''' ===Weapons=== {{Ranged Weapon|<!--Name-->Storm Vortex|<!--RAT-->6|<!--RNG-->10|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| * '''Damage Type: Magical''' * '''Damage type: Electricity''' * '''Power Multiplier''' - Models in this unit gain a +1 cumulative bonus to ranged attack and ranged damage rolls for each other model in this unit that has directly hit an enemy model with a ranged attack this activation. * '''Stormcall''' - Attacks with this weapon ignore concealment, cover, and stealth.}} {{Melee Weapon|<!--Name-->Lightning Rod|<!--MAT-->5|<!--RNG-->2|<!--POW-->12| * {{Electro Leap}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're shooting specialists who power each other up each time the unit directly hits. <!-- How do they do it, what do they excel at?--> * With both Stormcall and magical damage, they can ignore a lot of anti-shooting tech. * Force barrier helps them survive better than their terrible stats would suggest. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Even with force barrier, they are fragile. * Power Multiplier loses value if the unit's first attack misses. == Synergy == <!-- Which models work well with this? --> * Taking [[snipe]] from the rack can help Storm Callers deliver their attacks, and keep them further away from danger. * [[Mechanik Adept Sparkhammer]] gives them rerolls on their ranged attacks with his feat. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} d1fc2daee7c5d68f1b1d07c72023662c67c6ff19 1317 1316 2024-08-12T18:54:28Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Unit]]'''</span> [[File:Cygnar-Storm_Callers.webp|thumb|right]] ''Model description placeholder.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Storm Callers''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 11 || <!--HP--> 1 |} 3 Grunts for 5pts ===Abilities:=== * '''Resistance: Electricity''' * {{Dual Attack}} * {{Force Barrier}} * '''Reposition [3"]''' ===Weapons=== {{Ranged Weapon|<!--Name-->Storm Vortex|<!--RAT-->6|<!--RNG-->10|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| * '''Damage Type: Magical''' * '''Damage type: Electricity''' * '''Power Multiplier''' - Models in this unit gain a +1 cumulative bonus to ranged attack and ranged damage rolls for each other model in this unit that has directly hit an enemy model with a ranged attack this activation. * '''Stormcall''' - Attacks with this weapon ignore concealment, cover, and stealth.}} {{Melee Weapon|<!--Name-->Lightning Rod|<!--MAT-->5|<!--RNG-->2|<!--POW-->12| * {{Electro Leap}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're shooting specialists who power each other up each time the unit directly hits. <!-- How do they do it, what do they excel at?--> * With both Stormcall and magical damage, they can ignore a lot of anti-shooting tech. * Force barrier helps them survive better than their terrible stats would suggest. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Even with force barrier, they are fragile. * Power Multiplier loses value if the unit's first attack misses. == Synergy == <!-- Which models work well with this? --> * Taking [[snipe]] from the rack can help Storm Callers deliver their attacks, and keep them further away from danger. * [[Mechanik Adept Sparkhammer]] gives them rerolls on their ranged attacks with his feat as well as Ionization to buff their Electricity damage. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 89c97d5f6c50f72518d260e53b0d118a465d02e0 Mechanik Adept Sparkhammer 0 287 1318 933 2024-08-12T18:57:03Z EchoStrike11 36 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Warcaster]]'''</span> <!-- Flavour text from official selling points --><BR> ''Mechanik Adept Figmund Sparkhammer leads the Storm Forge. clearing the battlefield ahead of the callers and vanes with his massive mechanika maul from which no foe can hide. '' [[File:Sparkhammer.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sparkhammer''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 17 |} ===Abilities:=== * '''Resistance: Electricity''' * '''Dual Attack''' * '''Arcane Machinery''' Once per turn at any time during its activation, this model can use one of the following effects. Arcane Machinery effects last for one round. ** '''Arcane Calibrations''' Reduce the COST of each spell this model casts this activation by 1 to a minimum of 1. ** '''Ionization [Ctrl]''' When a model without Resistance: Electricity suffers an electrical damage roll while within this model's control range of this model, add +2 to the roll. ** '''Vexing Alignment''' Increase this model's control range by 4". ===Weapons=== {{Ranged Weapon|Lightning Pulse |6|Ctrl|1|-|14|*'''Magical''' *'''Electrical''' *'''Stormcall''' attacks with this weapon ignore concealment, cover and Stealth. *'''Critical Knockdown''' On a critical hit, models hit become knocked down}} {{Melee Weapon|Maelstrom|7|2|14|* '''Magical''' *'''Beat Back''' *'''Lightning Generator''' When a model is directly hit with a basic attack made with this weapon, lightning arcs from the model hit to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 3" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage from the attack that caused the leap.}} === Feat: Cloud Burst === Sparkhammer gains the benefit of all his Arcane Machinery effects this activation. Additionally, while in Sparkhammer's control range, friendly models can reroll Stormcall attack and attack damage rolls. Each roll can be rerolled only once due to Cloud Burst. Cloud Burst lasts for one turn. === Spells === <!--Try to set templates for the spells, list them out--> {{Inhospitable Ground}} {{Jackhammer}} {{Mobility}} {{Sunhammer}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Storm Callers]] can reroll their stormcall attacks under Sparkhammer's feat as well as benefiting from Ionization. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 7deff06715655c86dd82208d710909f4be8c1ba1 1323 1318 2024-08-12T19:47:16Z EchoStrike11 36 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Warcaster]]'''</span> <!-- Flavour text from official selling points --><BR> ''Mechanik Adept Figmund Sparkhammer leads the Storm Forge. clearing the battlefield ahead of the callers and vanes with his massive mechanika maul from which no foe can hide. '' [[File:Sparkhammer.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sparkhammer''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 17 |} ===Abilities:=== * '''Resistance: Electricity''' * '''Dual Attack''' * '''Arcane Machinery''' - Once per turn at any time during its activation, this model can use one of the following effects. Arcane Machinery effects last for one round. ** '''Arcane Calibrations''' - Reduce the COST of each spell this model casts this activation by 1 to a minimum of 1. ** '''Ionization [Ctrl]''' - When a model without Resistance: Electricity suffers an electrical damage roll while within this model's control range of this model, add +2 to the roll. ** '''Vexing Alignment''' - Increase this model's control range by 4". ===Weapons=== {{Ranged Weapon|Lightning Pulse |6|Ctrl|1|-|14|*'''Magical''' *'''Electrical''' *'''Stormcall''' attacks with this weapon ignore concealment, cover and Stealth. *'''Critical Knockdown''' On a critical hit, models hit become knocked down}} {{Melee Weapon|Maelstrom|7|2|14|* '''Magical''' *'''Beat Back''' *'''Lightning Generator''' When a model is directly hit with a basic attack made with this weapon, lightning arcs from the model hit to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 3" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage from the attack that caused the leap.}} === Feat: Cloud Burst === Sparkhammer gains the benefit of all his Arcane Machinery effects this activation. Additionally, while in Sparkhammer's control range, friendly models can reroll Stormcall attack and attack damage rolls. Each roll can be rerolled only once due to Cloud Burst. Cloud Burst lasts for one turn. === Spells === <!--Try to set templates for the spells, list them out--> {{Inhospitable Ground}} {{Jackhammer}} {{Mobility}} {{Sunhammer}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Storm Callers]] can reroll their stormcall attacks under Sparkhammer's feat as well as benefiting from Ionization. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 2e97d269678d6fd4410d0cdff79b749ce584d1e3 1329 1323 2024-08-12T20:27:11Z EchoStrike11 36 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Warcaster]]'''</span> <!-- Flavour text from official selling points --><BR> ''Mechanik Adept Figmund Sparkhammer leads the Storm Forge. clearing the battlefield ahead of the callers and vanes with his massive mechanika maul from which no foe can hide. '' [[File:Sparkhammer.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sparkhammer''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 17 |} ===Abilities:=== * '''Resistance: Electricity''' * '''Dual Attack''' * '''Arcane Machinery''' - Once per turn at any time during its activation, this model can use one of the following effects. Arcane Machinery effects last for one round. ** '''Arcane Calibrations''' - Reduce the COST of each spell this model casts this activation by 1 to a minimum of 1. ** '''Ionization [Ctrl]''' - When a model without Resistance: Electricity suffers an electrical damage roll while within this model's control range of this model, add +2 to the roll. ** '''Vexing Alignment''' - Increase this model's control range by 4". ===Weapons=== {{Ranged Weapon|Lightning Pulse |6|Ctrl|1|-|14|*'''Magical''' *'''Electrical''' *'''Stormcall''' attacks with this weapon ignore concealment, cover and Stealth. *'''Critical Knockdown''' On a critical hit, models hit become knocked down}} {{Melee Weapon|Maelstrom|7|2|14|* '''Magical''' * {{Beat Back}} * '''Lightning Generator''' When a model is directly hit with a basic attack made with this weapon, lightning arcs from the model hit to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 3" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage from the attack that caused the leap.}} === Feat: Cloud Burst === Sparkhammer gains the benefit of all his Arcane Machinery effects this activation. Additionally, while in Sparkhammer's control range, friendly models can reroll Stormcall attack and attack damage rolls. Each roll can be rerolled only once due to Cloud Burst. Cloud Burst lasts for one turn. === Spells === <!--Try to set templates for the spells, list them out--> {{Inhospitable Ground}} {{Jackhammer}} {{Mobility}} {{Sunhammer}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Storm Callers]] can reroll their stormcall attacks under Sparkhammer's feat as well as benefiting from Ionization. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} e0853edcf0d08ce9f2a5d85b530f89381a0b2e93 Major Anson Wolfe 0 301 1319 1286 2024-08-12T18:59:58Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> [[File:Cygnar-Anson_Wolfe.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Wolfe 1 ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 16 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 16 |} ===Abilities:=== * [[Blood-Quenched]] * [[Side Step]] ===Weapons=== {{Melee Weapon|Voltaic Hammer |8 |1|15| * '''Magical''' *'''[[Beat Back]]''' * '''[[Critical Thunderclap]]''' }} {{Melee Weapon | Galvanic Sword |8 | 2 |15| * '''Magical''' * {{Electro Leap}} }} === Feat: Give 'Em Hell! === When one or more friendly Faction models are destroyed while in Wolfe's control area by an enemy attack, immediately after the attack is resolved one model in Wolfe's battlegroup currently in his control area can advance up to 2" and one basic attack. Give 'Em Hell! lasts for one round. === Spells === {{Energizer}} {{Lightning Tendrils}} {{Positive Charge}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] allows you to get a good +4 damage swing on melee attacks. * [[Deflection]] means your opponent has to commit hard repeatedly, even overcommit their forces. This is great to make Wolfe's feat turn a bigger nightmare. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A good support caster who brings movement shenanigans, threat extension and a damage buff to the table ''before'' we talk rack spells. He's also an ever present wildly non-linear melee threat. His feat can punish your opponent if they commit to killing your models and, should they not take the bait, allow you to strike first instead. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The feat is amazing, but can be worked around. If your opponent has tools to Remove from Play, knockdown or make your battlegroup stationary, the feat isn't doing much. Even AoE weapons severely reduce how many attacks you get from it. * Remember that one of his melee weapons only has 1" reach, while the other is 2". == Tricks: == <!-- dot point list of cool plays and combos--> * Lightning tendrils on Storm Blades or Storm Lances means they can each kill 4 or 5 models if they're lucky. ** It's also good for putting on a jack with the Voltaic Hammer - It gives you good damage output with decent threat range. * Maximise the benefits of Positive Charge. Got a warjack jammed up by the enemy? Apply Positive Charge to it and let another unit (or Wolfe) clear it out while standing close to the warjack. Then send the warjack out to attack or kill something else. ''Then'' send a unit in so they're standing within 3" of that jack to attack the same or another target. Each time the models attacking will be benefitting from Positive Charge. * Positive Charge combined with [[Electrify]] allows for a +4 damage swing. This is particularly spicy on [[The General]]. * Positive Charge combined with the Voltaic Halberd gives your a +4 to hit swing on the charge attack and gives it a respectable POW19. * Energizer can pull battlegroup models out of melee so they can then activate and move freely. * Energizer and Side Step means that he can move 15" non-linear if he needs to when he charges. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Single would infantry are his bread and butter. Not only does he make them highly dangerous with Positive Charge, but they give you a lot of potential triggers for his feat. ** Thanks to Positive Charge, none of them are bad. A special mention goes to [[Stormguard Legionnaires]] whose charge attacks will be POW17 with it. * Combined arms jacks. Both the Electro-Bombard and Railgun are amusing options for feat shots from Strykers. But should things be up close and personal, being able to just get in there and smack things is highly useful. It gets funnier if the weapon has electro-leap or Lightning Tendrils. ==== Command Cards ==== * [[Power Swell]] is always good, especially if you want to use multiple instances of Positive Charge. * Wolfe's warjacks can get into some weird spots, so [[Old Faithful]] is helpful if they've outrun your mechaniks. * [[High Alert]] can be good for triggering the feat. Make a Warjack a tempting target and put High Alert on one of your infantry. * If you don't want to invest in a Courser or a unit of [[Storm Vanes]] to act as arc nodes for Positive Charge, consider the [[Arcane Forces]] card for [[Range Amplifier]]. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He was a working class friend of Alain Runewood. * He's the second Anson in Cygnar after Anson Hitch. {{Storm Legion Footer}} 8b4b6d2c255cd156e85010060d31c5d36bc6fbe6 1328 1319 2024-08-12T20:24:01Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> [[File:Cygnar-Anson_Wolfe.webp|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Wolfe 1 ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 16 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 16 |} ===Abilities:=== * [[Blood-Quenched]] * [[Side Step]] ===Weapons=== {{Melee Weapon|Voltaic Hammer |8 |1|15| * '''Magical''' * {{Beat Back}} * '''[[Critical Thunderclap]]''' }} {{Melee Weapon | Galvanic Sword |8 | 2 |15| * '''Magical''' * {{Electro Leap}} }} === Feat: Give 'Em Hell! === When one or more friendly Faction models are destroyed while in Wolfe's control area by an enemy attack, immediately after the attack is resolved one model in Wolfe's battlegroup currently in his control area can advance up to 2" and one basic attack. Give 'Em Hell! lasts for one round. === Spells === {{Energizer}} {{Lightning Tendrils}} {{Positive Charge}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] allows you to get a good +4 damage swing on melee attacks. * [[Deflection]] means your opponent has to commit hard repeatedly, even overcommit their forces. This is great to make Wolfe's feat turn a bigger nightmare. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> A good support caster who brings movement shenanigans, threat extension and a damage buff to the table ''before'' we talk rack spells. He's also an ever present wildly non-linear melee threat. His feat can punish your opponent if they commit to killing your models and, should they not take the bait, allow you to strike first instead. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The feat is amazing, but can be worked around. If your opponent has tools to Remove from Play, knockdown or make your battlegroup stationary, the feat isn't doing much. Even AoE weapons severely reduce how many attacks you get from it. * Remember that one of his melee weapons only has 1" reach, while the other is 2". == Tricks: == <!-- dot point list of cool plays and combos--> * Lightning tendrils on Storm Blades or Storm Lances means they can each kill 4 or 5 models if they're lucky. ** It's also good for putting on a jack with the Voltaic Hammer - It gives you good damage output with decent threat range. * Maximise the benefits of Positive Charge. Got a warjack jammed up by the enemy? Apply Positive Charge to it and let another unit (or Wolfe) clear it out while standing close to the warjack. Then send the warjack out to attack or kill something else. ''Then'' send a unit in so they're standing within 3" of that jack to attack the same or another target. Each time the models attacking will be benefitting from Positive Charge. * Positive Charge combined with [[Electrify]] allows for a +4 damage swing. This is particularly spicy on [[The General]]. * Positive Charge combined with the Voltaic Halberd gives your a +4 to hit swing on the charge attack and gives it a respectable POW19. * Energizer can pull battlegroup models out of melee so they can then activate and move freely. * Energizer and Side Step means that he can move 15" non-linear if he needs to when he charges. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Single would infantry are his bread and butter. Not only does he make them highly dangerous with Positive Charge, but they give you a lot of potential triggers for his feat. ** Thanks to Positive Charge, none of them are bad. A special mention goes to [[Stormguard Legionnaires]] whose charge attacks will be POW17 with it. * Combined arms jacks. Both the Electro-Bombard and Railgun are amusing options for feat shots from Strykers. But should things be up close and personal, being able to just get in there and smack things is highly useful. It gets funnier if the weapon has electro-leap or Lightning Tendrils. ==== Command Cards ==== * [[Power Swell]] is always good, especially if you want to use multiple instances of Positive Charge. * Wolfe's warjacks can get into some weird spots, so [[Old Faithful]] is helpful if they've outrun your mechaniks. * [[High Alert]] can be good for triggering the feat. Make a Warjack a tempting target and put High Alert on one of your infantry. * If you don't want to invest in a Courser or a unit of [[Storm Vanes]] to act as arc nodes for Positive Charge, consider the [[Arcane Forces]] card for [[Range Amplifier]]. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * He was a working class friend of Alain Runewood. * He's the second Anson in Cygnar after Anson Hitch. {{Storm Legion Footer}} c8c8170c6bb6e68dec4c87f066ac173c260fd3fd Stormguard Legionnaires 0 401 1320 1299 2024-08-12T19:07:41Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormguard_Legionnaires.webp|thumb|right]] ''With the reconstruction of the Storm Legions, the Stormguard are no longer limited to just being the defenders of Cygnar’s palaces. Instead, they have been issued a new remit—to seek out and destroy enemy warjacks in the field. Trained as skilled ’jack hunters, they use their next generation Voltaic Halberds to swiftly take down warjacks that would stand against them.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormguard Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} 5 Grunts for 7pts ===Abilities:=== * '''Resistance: Electricity''' * {{'Jack Hunter}} * {{Set Defense}} ===Weapons=== {{Melee Weapon|<!--Name-->Voltaic Halberd|<!--MAT-->6|<!--RNG-->2|<!--POW-->13|* {{Critical Disruption}} * {{Brutal Charge}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're melee infantry with a strong charge and bonuses against Warjacks. <!-- How do they do it, what do they excel at?--> * 'Jack Hunter and brutal charge are situational, but very dangerous. * Their charging threat range is decent for melee infantry. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They have very specific targets that they're good against, and lose a lot of value if the opponent isn't playing Warjacks. * They are vulnerable to shooting. == Synergy == <!-- Which models work well with this? --> * Taking [[Deflection]] from the rack can help Stormguard Legionnaires survive. * Any form of threat extension helps them get the charge. * [[Major Anson Wolfe]] can boost their melee damage with Positive Charge, and they can trigger Wolfe's feat if the enemy kills them. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 958e30d19ce83a8b24457a21f2fe5045b8be92b6 Captain Athena di Baro 0 120 1321 987 2024-08-12T19:20:24Z EchoStrike11 36 wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Baro]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. '''Polarity Field''': This model cannot be targeted by a charge or slam power attack made by a construct model. ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> It comes down to how you want to balance offence vs defence. * [[Electrify]] is always helpful if you want to do damage. * [[Deflection]] is helpful generally, and even more annoying on feat turn. * [[Arcane Shield]] is similarly helpful, especially when stacked with [[Defense Formation]] or [[Shield Wall]]. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Athena is a caster who wants her army to either take an alpha strike, or delay it with her feat so she can alpha with her (relatively) slow army. She wants to use rules like Set Defense, Defense Formation and any DEF/ARM boosting rules or spells to make an enemy alpha strike fail. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * No speed buff means her armies are fairly predictable. * No damage buff means you're likely to struggle into extreme ARM skews. * Relatively low focus, which is problematic since she leans quite heavily on upkeep spells and would like to use Open Fire a fair bit. == Tricks: == <!-- dot point list of cool plays and combos--> * Using the feat well is absolutely key. Although it buffs your own attack rolls, Cygnar lists don't typically struggle in hitting. So you really want to feat, get whatever benefit you can from it offensively, but tempt your opponent to come into your control range so you can then grind them down or counterattack. Anything that means your enemy will be less likely to hit or do less damage is her thing. ** [[Tempest Assailers]] can be ARM23 with Arcane Shield, which is all too easy to bounce off of under her feat. ** Have a [[Courser]] babysit a [[Stryker]] to benefit from Defense Formation. Give the Courser the [[Shield Guard]] head and anything that does get through keeps your heavy in the game that much longer. *** [[Lieutenant Sara Brisbane]] can add Fail Safe to make that an even tougher nut. *** Both warjacks like Set Defense from the halberd or spear. ** Open Fire shots benefit from her feat. ** Any merc choices benefit from her feat since it only specifies 'Friendly' - Models like [[Eiryss, Shadow of Retribution]] are even more ridiculously accurate. * If you take [[the General]], you have two possible options for Righteous Vengeance from it and di Baro's Hallowed Avenger and thus some form of threat extension. ** It does rely on your opponent killing models of yours, which is at odds with her feat. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 761e300157bdfc2851b4d8d7770cb7fa34a9a0a1 1330 1321 2024-08-12T20:29:07Z EchoStrike11 36 wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Baro]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== * '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. * {{Polarity Field}} ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> It comes down to how you want to balance offence vs defence. * [[Electrify]] is always helpful if you want to do damage. * [[Deflection]] is helpful generally, and even more annoying on feat turn. * [[Arcane Shield]] is similarly helpful, especially when stacked with [[Defense Formation]] or [[Shield Wall]]. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Athena is a caster who wants her army to either take an alpha strike, or delay it with her feat so she can alpha with her (relatively) slow army. She wants to use rules like Set Defense, Defense Formation and any DEF/ARM boosting rules or spells to make an enemy alpha strike fail. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * No speed buff means her armies are fairly predictable. * No damage buff means you're likely to struggle into extreme ARM skews. * Relatively low focus, which is problematic since she leans quite heavily on upkeep spells and would like to use Open Fire a fair bit. == Tricks: == <!-- dot point list of cool plays and combos--> * Using the feat well is absolutely key. Although it buffs your own attack rolls, Cygnar lists don't typically struggle in hitting. So you really want to feat, get whatever benefit you can from it offensively, but tempt your opponent to come into your control range so you can then grind them down or counterattack. Anything that means your enemy will be less likely to hit or do less damage is her thing. ** [[Tempest Assailers]] can be ARM23 with Arcane Shield, which is all too easy to bounce off of under her feat. ** Have a [[Courser]] babysit a [[Stryker]] to benefit from Defense Formation. Give the Courser the [[Shield Guard]] head and anything that does get through keeps your heavy in the game that much longer. *** [[Lieutenant Sara Brisbane]] can add Fail Safe to make that an even tougher nut. *** Both warjacks like Set Defense from the halberd or spear. ** Open Fire shots benefit from her feat. ** Any merc choices benefit from her feat since it only specifies 'Friendly' - Models like [[Eiryss, Shadow of Retribution]] are even more ridiculously accurate. * If you take [[the General]], you have two possible options for Righteous Vengeance from it and di Baro's Hallowed Avenger and thus some form of threat extension. ** It does rely on your opponent killing models of yours, which is at odds with her feat. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} c1f824957c48fcc7fba89a2e0898fcb54a7cb043 1343 1330 2024-08-14T06:09:28Z EchoStrike11 36 wikitext text/x-wiki === [[Captain Athena di Baro]] === <!-- Flavour text from official selling points --> [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Baro]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== * '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. * {{Polarity Field}} ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> It comes down to how you want to balance offence vs defence. * [[Electrify]] is always helpful if you want to do damage. * [[Deflection]] is helpful generally, and even more annoying on feat turn. * [[Arcane Shield]] is similarly helpful, especially when stacked with [[Defense Formation]] or [[Shield Wall]]. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Athena is a caster who wants her army to either take an alpha strike, or delay it with her feat so she can alpha with her (relatively) slow army. She wants to use rules like Set Defense, Defense Formation and any DEF/ARM boosting rules or spells to make an enemy alpha strike fail. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * No speed buff means her armies are fairly predictable. * No damage buff means you're likely to struggle into extreme ARM skews. * Relatively low focus, which is problematic since she leans quite heavily on upkeep spells and would like to use Open Fire a fair bit. == Tricks: == <!-- dot point list of cool plays and combos--> * Using the feat well is absolutely key. Although it buffs your own attack rolls, Cygnar lists don't typically struggle in hitting. So you really want to feat, get whatever benefit you can from it offensively, but tempt your opponent to come into your control range so you can then grind them down or counterattack. Anything that means your enemy will be less likely to hit or do less damage is her thing. ** [[Tempest Assailers]] can be ARM23 with Arcane Shield, which is all too easy to bounce off of under her feat. ** Have a [[Courser]] babysit a [[Stryker]] to benefit from Defense Formation. Give the Courser the [[Shield Guard]] head and anything that does get through keeps your heavy in the game that much longer. *** [[Lieutenant Sara Brisbane]] can add Fail Safe to make that an even tougher nut. *** Both warjacks like Set Defense from the halberd or spear. ** Open Fire shots benefit from her feat. ** Any merc choices benefit from her feat since it only specifies 'Friendly' - Models like [[Eiryss, Shadow of Retribution]] are even more ridiculously accurate. *** [[Magnus the Unstoppable|Magnus and Invictus]] can be ''very'' tanky under her feat and they don't demand any of di Baro's limited resources. * If you take [[the General]], you have two possible options for Righteous Vengeance from it and di Baro's Hallowed Avenger and thus some form of threat extension. ** It does rely on your opponent killing models of yours, which is at odds with her feat. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} c21919f92d1cf19a5767b66ed7a5f0e604faac71 File:Cygnar-Storm Vanes.webp 6 415 1322 2024-08-12T19:43:28Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Storm Vanes 0 416 1324 2024-08-12T20:02:14Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Unit]]'''</span> [[File:Cygnar-Storm_Vanes.webp|thumb|right]] ''Model description placeholder.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Unit]]'''</span> [[File:Cygnar-Storm_Vanes.webp|thumb|right]] ''Model description placeholder.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Storm Vanes''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> - || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 14 || <!--HP--> 5 |} 3 Grunts for 4pts ===Abilities:=== * '''Resistance: Electricity''' * '''Arcane Machinery''' - Once per turn at any time during its activation, this model can use one of the following effects. Arcane Machinery effects last for one round. ** '''Channeler''' - While this model is in a friendly Faction Leader's control range, the Leader can channel spells through it. ** {{Polarity Field}} ** '''Wind Weaver''' - When a friendly model is targeted by a non-magical ranged attack while within 2" of this model, the attack suffers -3 RNG. Additionally, within 2" of this model friendly model gain Resistance: Blast. * [[Plasma Nimbus]] ===Weapons=== {{Ranged Weapon|<!--Name-->Storm Surge|<!--RAT-->6|<!--RNG-->sp6|<!--ROF-->1|<!--AOE-->-|<!--POW-->10| * '''Damage type: Electricity''' * [[Pistol]] * {{Electro Leap}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're support models who suppress enemy shooting and channel spells. <!-- How do they do it, what do they excel at?--> == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Their combat ability is limited. == Synergy == <!-- Which models work well with this? --> * Any models that need protection from ranged attacks. * Any caster who wants to channel spells. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 54ff6857744dc0cc36885f2d5866144fec2300d0 Template:Polarity Field 10 417 1325 2024-08-12T20:12:49Z EchoStrike11 36 Created page with "'''Polarity Field''' - This model cannot be targeted by a charge or slam power attack made by a construct model." wikitext text/x-wiki '''Polarity Field''' - This model cannot be targeted by a charge or slam power attack made by a construct model. 0b5750122b64984788410ebf79d8f517f2bb1985 Stormblade Legionnaires 0 396 1326 1273 2024-08-12T20:14:41Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormblade_Legionnaires.webp|thumb|right]] ''With a crackle of raw galvanic fury sparking across their armored forms, the Stormblade Legionnaires take to battle in Shield Wall formations, with each warrior prepared to defend their comrades to the last. With an expansion of Cygnar’s Storm Legions, the ranks of these fearsome soldiers are open to commoners for the first time rather than being limited to the scions of Cygnar’s noble families. Armed with Voltaic Swords and Galvanic Shields, they are amongst the most advanced forces to ever see battle in the sprawling wars of the Iron Kingdoms.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormblade Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 1 |} 5 Grunts for 6pts ===Abilities:=== * '''Resistance: Electricity''' * {{Shield Wall}} * {{Polarity Field}} ===Weapons=== {{Melee Weapon|<!--Name-->Voltaic Sword|<!--MAT-->6|<!--RNG-->2|<!--POW-->12|* {{Electro Leap}} }} {{Melee Weapon|<!--Name-->Galvanic Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|* }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're relatively cheap roadblock infantry. <!-- How do they do it, what do they excel at?--> * Their ARM while under shield wall is decent for their cost. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If your opponent can push models, they can break your shield wall by taking them out of base to base. * They want buffs, but compete with other models for them and are rarely the most valuable targets for key spells. * Keep an eye on where you place the Standard Bearer, if you take one. While the rest of the unit has polarity field, they ''don't''. **It can be worth having the standard lead the way for most moves, then completely surrounding them with the rest of the unit if getting charged by a warjack is possible. == Synergy == <!-- Which models work well with this? --> * Taking [[Arcane Shield]] from the rack makes Stormblade Legionnaires ARM21. * [[Lightning Tendrils]] makes the shield attack a bit more valuable and easier to apply. It also makes the unit even more devastating against infantry. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} bac92a9ae045f429f82969840eb91ddcf477bf65 Template:Beat Back 10 418 1327 2024-08-12T20:21:50Z EchoStrike11 36 Created page with "'''Beat Back''' - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it." wikitext text/x-wiki '''Beat Back''' - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. e299c1de052b9763acf8109a1f98a486100abebd Template:Brutal Charge 10 419 1331 2024-08-12T20:37:40Z EchoStrike11 36 Created page with "'''Brutal Charge''' - This model gains +2 to charge attack damage rolls with this weapon." wikitext text/x-wiki '''Brutal Charge''' - This model gains +2 to charge attack damage rolls with this weapon. 610c8e8ec6c1f883f394ad547a7d197e0b3bd401 Captain Madison Calder 0 302 1332 1065 2024-08-12T20:39:22Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Calder 1 ''' || <!--Spd--> 8 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 17 |} ===Abilities:=== * [[Birds Eye]] * [[Dodge]] * Reposition 3" * [[Unstoppable]] * [[Cavalry]] * [[Pathfinder]] * [[Dual attack]] * Resistance: Electricity ===Weapons=== {{Ranged Weapon|Electro Pulse |7|10|1|-|12|*'''Pistol''' *'''Electrical}} {{Melee Weapon|Pulse Sword|6|1|14|* '''Magical''' * {{Brutal Charge}} * '''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} === Ride the Storm === While in Calder's control range, models in her battlegroup gain +3 DEF, [[Dodge]], and [[Riposte]]. Ride the Storm lasts for one round. === Spells === {{Crusader's Call}} {{Rhythm of War}} Players may choose 3 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] since you'll be needing a damage buff in most cases. * [[Deflection]] starts making the feat really difficult to manage. * [[Arcane Shield]] can be good for a range of models, especially as she has a third rack slot. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Do you want mobility and speed? That's Calder's bag. Do you want to give your opponent nowhere to hide? Bird's eye! == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Her feat is restricted to her battlegroup. * She isn't doing much for the army outside of her battlegroup, besides a few spells that don't necessarily do what the army ''needs''. * Her personal output isn't amazing. * Warjacks under feat can be surrounded by units, meaning that they can't dodge away. == Tricks: == <!-- dot point list of cool plays and combos--> * Stack that DEF on the battlegroup. Set Defence makes the battlegroup a high risk proposition to take on, even in melee. ** Strykers will have DEF17 with the Voltaic Halberd, Coursers will have DEF 18 with the Voltaic Spear. * Take [[Sentry Duty]] and even models with Stealth have to worry about her battlegroup. * Remember that you can choose the order for Dodge and Riposte under the feat. You can Riposte to attack then dodge away, or just dodge away if you don't want the attack (particularly true against Hyper Aggressive models). * She has Pathfinder and Dodge - sit in a forest and she becomes very hard to hit at range. * Bird's Eye is not restricted to ranged attacks - give a Stryker the [[Relentless Charge]] head and they can be surprising your opponent's important targets behind a forest. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * She's a candidate for a large battlegroup, so [[Arcane Mechaniks]] are a top choice. * [[Tempest Assailers]] suddenly become pretty zippy and are a good target for Arcane Shield. * [[Storm Lance Legionnaires]] become ''very'' zippy since they will now threaten 15". * Most of the army outside of the 40mm based units will have a 13" minimum threat range thanks to Crusader's Call. ==== Command Cards ==== * [[Defenses]] allows you to lean into the feat with some barriers for your models to hide behind. Strykers with Relentless Charge, the officer giving out pathfinder or Calder bringing [[Onslaught]] means they only disadvantage your opponent. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * When the 2024 dynamic update removed Desperate Pace from the officer, Calder gained Crusader's Call to replace Watcher. {{Storm Legion Footer}} 2a9f3ad4713278a7f792d1cbba9c582e9cd01dba Editor talkpage 0 250 1333 1290 2024-08-12T21:14:02Z EchoStrike11 36 wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) This wiki doesn't seem to come up in a Google search. I can find it no problem with other search engines but not with Google. Google does find a broken link with the old name, but not the current site. Anyone else having this problem? Anyone have any idea how to fix it? [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 21:13, 12 August 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) I've created templates for the March and Special Orders battle plans. I've also edited the Precision Strike template so it includes the name of the ability. The more templates we can use, the more consistent things will be in the long run (and quicker to create pages, too!) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:20, 3 August 2024 (UTC) And while I'm here, I've created a template for the preamble, too. So you can just write battle plan models like this: <nowiki>* {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}}</nowiki> [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:28, 3 August 2024 (UTC) Is the intention for every ability and keyword to have a template? And if so can we get a blank template for that in the editing guide? <s>Also, is there some sort of index showing what abilities have already been made as templates?</s> Aha! I found the 'Special Pages -> All Pages With Prefix -> Namespace: Template' list. [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 07:37, 9 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) All casters now have some content, plus two solos [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:30, 3 August 2024 (UTC) Hello everyone! I'm new here and I took the liberty of starting the Tempest Assailers unit page. I have very little wiki experience and I'd appreciate if somebody could double check me. I also have no table time with the newest models so I left the commentary sections empty for now. Thanks! [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 03:24, 7 August 2024 (UTC) Looks Great- Good to have you on the team :) [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:33, 7 August 2024 (UTC) * I've converted Shield Wall, Smite star attack and Repulsor all to templates for reuse on other pages. I've sprinkled in a little bit about synergy, too. [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 13:15, 7 August 2024 (UTC) ** And in case anyone wants to use it, I used the star ★ from https://symbl.cc/en/2605/ . (You can just copy that star I used ^_^) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 14:48, 7 August 2024 (UTC) All of the Storm Legion unit pages have been framed out and are ready for people to add their personal tricks and strats. [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 21:13, 12 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) abc651e3cf2e2ccc5a1548bdf65c36057ad25c8c 1334 1333 2024-08-13T22:30:57Z Gedditoffme 2 /* Cygnar Storm Legion */ wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) This wiki doesn't seem to come up in a Google search. I can find it no problem with other search engines but not with Google. Google does find a broken link with the old name, but not the current site. Anyone else having this problem? Anyone have any idea how to fix it? [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 21:13, 12 August 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) I've created templates for the March and Special Orders battle plans. I've also edited the Precision Strike template so it includes the name of the ability. The more templates we can use, the more consistent things will be in the long run (and quicker to create pages, too!) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:20, 3 August 2024 (UTC) And while I'm here, I've created a template for the preamble, too. So you can just write battle plan models like this: <nowiki>* {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}}</nowiki> [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:28, 3 August 2024 (UTC) Is the intention for every ability and keyword to have a template? And if so can we get a blank template for that in the editing guide? <s>Also, is there some sort of index showing what abilities have already been made as templates?</s> Aha! I found the 'Special Pages -> All Pages With Prefix -> Namespace: Template' list. [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 07:37, 9 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) All casters now have some content, plus two solos [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:30, 3 August 2024 (UTC) Hello everyone! I'm new here and I took the liberty of starting the Tempest Assailers unit page. I have very little wiki experience and I'd appreciate if somebody could double check me. I also have no table time with the newest models so I left the commentary sections empty for now. Thanks! [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 03:24, 7 August 2024 (UTC) Looks Great- Good to have you on the team :) [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:33, 7 August 2024 (UTC) * I've converted Shield Wall, Smite star attack and Repulsor all to templates for reuse on other pages. I've sprinkled in a little bit about synergy, too. [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 13:15, 7 August 2024 (UTC) ** And in case anyone wants to use it, I used the star ★ from https://symbl.cc/en/2605/ . (You can just copy that star I used ^_^) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 14:48, 7 August 2024 (UTC) All of the Storm Legion unit pages have been framed out and are ready for people to add their personal tricks and strats. [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 21:13, 12 August 2024 (UTC) ** Thanks for your efforts, lets see if we can rally the swans to assist [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:30, 13 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 24d85029f72168734eb4c6bf59035433a42a2a59 File:Mercenary-Magnus The Unstoppable.webp 6 420 1336 2024-08-14T03:21:13Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Magnus the Unstoppable 0 421 1337 2024-08-14T04:15:53Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Solo]]'''</span> [[File:Mercenary-Magnus_The_Unstoppable.webp|thumb|Magnus and Invictus]] A patriot, a traitor, a warlord — what Magnus has proven in all his incarnations is that he is unstoppable. Now, as Magnus returns to the life of a mercenary, he is joined by his greatest creation. Invictus is the first Super Heavy warjack ever to join the Warmachine battlefield. Magnus, along with Invictus, is..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Solo]]'''</span> [[File:Mercenary-Magnus_The_Unstoppable.webp|thumb|Magnus and Invictus]] A patriot, a traitor, a warlord — what Magnus has proven in all his incarnations is that he is unstoppable. Now, as Magnus returns to the life of a mercenary, he is joined by his greatest creation. Invictus is the first Super Heavy warjack ever to join the Warmachine battlefield. Magnus, along with Invictus, is available to leaders of existing MKIV as well as Prime Legacy armies. Note that Magnus does not replace a leader model, but is a solo that automatically comes with a super heavy warjack. '''Animosity [Carver]''' - This model cannot be part of a force that includes Carver models. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | '''Magnus 4''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 5 || <!--Ctrl--> 12|| <!--HP--> 10 |} 20 pts ===Abilities:=== * {{Tough}} * {{Dual Attack}} * {{Feign Death}} * {{Journeyman Warcaster}} * '''Limited Battlegroup [Invictus]''' ===Weapons=== {{Ranged Weapon|Rocket Launcher|<!--RAT-->6|<!--RNG-->14|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8| * {{Cumbersome}} }} {{Ranged Weapon|Scattergun|<!--RAT-->6|<!--RNG-->Sp6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * {{Pistol}} }} {{Melee Weapon|Foecleaver X|<!--MAT-->7|<!--RNG-->1|<!--POW-->12| * {{Damage Type: Magical}} * '''Armor Piercing (★Attack)''' * {{Powerful Attack}} }} {{Melee Weapon|Iron Fist|<!--MAT-->7|<!--RNG-->1|<!--POW-->12| * {{Beat Back}} }} === Spells === <!--Try to set templates for the spells, list them out--> {{Convection}} {{Energizer}} {{Hellwrought}} == Invictus == <span style="font-size: 1.2em;">'''[[Mercenary]] [[Super]] [[Heavy Warjack]]'''</span> '''Companion [Magnus, the Unstoppable]''' - This model is included in any army that includes Magnus, the Unstoppable. If Magnus is destroyed or removed from play, remove this model from play. This model is part of Magnus' battlegroup. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | '''Invictus 1''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 9 || <!--Arm--> 20 || <!--Arc--> - || <!--Ctrl--> -|| <!--HP--> 34 |} ===Abilities:=== * {{Heavy Warjack}} * {{Dual Attack}} * {{Unstoppable}} * {{Arc Node}} * '''Bond [Magnus]''' - If Invictus begins the game in Magnus' battlegroup, it is bonded to him. Invictus is not considered to be bonded while under your opponents control. While Invictus is bonded to Magnus and in his control range, it gains Retaliatory Strike. (If a model with Retaliatory Strike is hit by an enemy melee attack during your opponents turn, after that attack is resolved it can immediately make one basic melee attack the attacking model. A model with Retaliatory Strike can make only one Retaliatory Strike per turn.) ===Weapons=== {{Ranged Weapon|Obliterator|<!--RAT-->6|<!--RNG-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| * {{Arcing Fire}} * {{Critical Knockdown}} }} {{Ranged Weapon|Flamethrower|<!--RAT-->6|<!--RNG-->Sp8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * {{Pistol}} * {{Damage Type: Fire}} * {{Continuous Effect: Fire}} }} {{Melee Weapon|Scrap Saw|<!--MAT-->7|<!--RNG-->2|<!--POW-->18| * {{Critical Shred}} * {{Sustained Attack}} }} {{Melee Weapon|Battle Flail|<!--MAT-->7|<!--RNG-->3|<!--POW-->18| * {{Chain Weapon}} * {{Critical Knockdown}} * '''Thresher (★Attack)''' }} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Magnus and Invictus come as a package that can be taken in any list. <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Very Expensive! * As mercenaries, they can't take advantage of 'Faction' buffs. == Synergy == * Realistically, Hellwrought will always be on Invictus making it ARM 22 and giving it Retaliation. == Tricks: == <!-- dot point list of cool plays and combos--> * == Lore and Trivia == {{Mercenary Footer}} e5c26a54745b5589b686c3e8fdad83c65d7cc51e 1341 1337 2024-08-14T05:56:57Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Solo]]'''</span> [[File:Mercenary-Magnus_The_Unstoppable.webp|thumb|Magnus and Invictus]] A patriot, a traitor, a warlord — what Magnus has proven in all his incarnations is that he is unstoppable. Now, as Magnus returns to the life of a mercenary, he is joined by his greatest creation. Invictus is the first Super Heavy warjack ever to join the Warmachine battlefield. Magnus, along with Invictus, is available to leaders of existing MKIV as well as Prime Legacy armies. Note that Magnus does not replace a leader model, but is a solo that automatically comes with a super heavy warjack. '''Animosity [Carver]''' - This model cannot be part of a force that includes Carver models. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | '''Magnus 4''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 5 || <!--Ctrl--> 12|| <!--HP--> 10 |} 20 pts ===Abilities:=== * {{Tough}} * {{Dual Attack}} * {{Feign Death}} * {{Journeyman Warcaster}} * '''Limited Battlegroup [Invictus]''' - The only warjack that can be in this model's battlegroup is Invictus. ===Weapons=== {{Ranged Weapon|Rocket Launcher|<!--RAT-->6|<!--RNG-->14|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8| * {{Cumbersome}} }} {{Ranged Weapon|Scattergun|<!--RAT-->6|<!--RNG-->Sp6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * {{Pistol}} }} {{Melee Weapon|Foecleaver X|<!--MAT-->7|<!--RNG-->1|<!--POW-->12| * {{Damage Type: Magical}} * '''Armor Piercing (★Attack)''' - When calculating damage from this weapon, halve the base armor stats of the models hit. * {{Powerful Attack}} }} {{Melee Weapon|Iron Fist|<!--MAT-->7|<!--RNG-->1|<!--POW-->12| * {{Beat Back}} }} === Spells === <!--Try to set templates for the spells, list them out--> {{Convection}} {{Energizer}} {{Hellwrought}} == Invictus == <span style="font-size: 1.2em;">'''[[Mercenary]] [[Super]] [[Heavy Warjack]]'''</span> '''Companion [Magnus, the Unstoppable]''' - This model is included in any army that includes Magnus, the Unstoppable. If Magnus is destroyed or removed from play, remove this model from play. This model is part of Magnus' battlegroup. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | '''Invictus 1''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 9 || <!--Arm--> 20 || <!--Arc--> - || <!--Ctrl--> -|| <!--HP--> 34 |} ===Abilities:=== * {{Heavy Warjack}} * {{Dual Attack}} * {{Unstoppable}} * {{Arc Node}} * '''Bond [Magnus]''' - If Invictus begins the game in Magnus' battlegroup, it is bonded to him. Invictus is not considered to be bonded while under your opponents control. While Invictus is bonded to Magnus and in his control range, it gains Retaliatory Strike. (If a model with Retaliatory Strike is hit by an enemy melee attack during your opponents turn, after that attack is resolved it can immediately make one basic melee attack the attacking model. A model with Retaliatory Strike can make only one Retaliatory Strike per turn.) ===Weapons=== {{Ranged Weapon|Obliterator|<!--RAT-->6|<!--RNG-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| * {{Arcing Fire}} * {{Critical Knockdown}} }} {{Ranged Weapon|Flamethrower|<!--RAT-->6|<!--RNG-->Sp8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * {{Pistol}} * {{Damage Type: Fire}} * {{Continuous Effect: Fire}} }} {{Melee Weapon|Scrap Saw|<!--MAT-->7|<!--RNG-->2|<!--POW-->18| * {{Critical Shred}} * {{Sustained Attack}} }} {{Melee Weapon|Battle Flail|<!--MAT-->7|<!--RNG-->3|<!--POW-->18| * {{Chain Weapon}} * {{Critical Knockdown}} * '''Thresher (★Attack)''' - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. }} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Magnus and Invictus come as a package that can be taken in any list. <!-- How do they do it, what do they excel at?--> * Magnus is a super-solo with warcaster level stats. ** He'll probably spend most turns taking potshots with his RNG 14 Rocket Launcher and upkeeping Hellwrought on Invictus. ** Late in the game, especially if Invictus has been destroyed, he can mix things up with his devastating armor piercing sword. * Invictus is a super heavy Warjack with high ARM and a lot of attacks. ** Arcing Fire makes the Obliterator hard to hide from. * Magnus and Invictus are entirely capable of going off on their own. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Very Expensive! * As mercenaries, they can't take advantage of 'Faction' buffs. * If Magnus dies, Invictus is removed from play. KEEP HIM SAFE! * Invictus' Thresher attack can hit friendlies, so be careful with your positioning. == Synergy == * Realistically, Hellwrought will always be on Invictus making it ARM 22 and giving it Retaliation. * Energizer makes both Magnus and Invictus faster than their SPD 5 would indicate. * Storm Legion's [[Captain Athena di Baro]] does not require Faction models for her feat to work, and can make Invictus extremely hard for opponents to deal with. * Casters that prefer to hoard focus for themselves may appreciate Magnus and Invictus operating independently. * Casters that can debuff the enemy indirectly help them. == Tricks: == <!-- dot point list of cool plays and combos--> * Remember Invictus' Flail is RNG 3. * Invictus will almost always have both Retaliatory Strike (from its bond), and Retaliation (from Hellwrought) granting you two free attacks if the opponent damages it. ** Retaliatory Strike grants a melee attack immediately, Retaliation grants a second attack during you next Maintenance Phase. * In melee, Invictus has to choose between Flail Thresher attacks, or one initial each from the Flamethrower, the Scrap Saw, and the Flail. ** The Flamethrower ''is'' a spray attack (with the pistol advantage) which can sometimes line enemies up. * If Magnus succeeds a tough roll and gets knocked down, the enemy won't be able to shoot him anymore due to Feign Death. == Lore and Trivia == Magnus has been around a long time and has multiple previous incarnations. Namely [[Magnus the Traitor]] and [[Magnus the Warlord]]. * Invictus is a combination of Magnus' previous custom warjack designs: the [[Mangler]] and the [[Renegade]]. {{Mercenary Footer}} 8dc9af52355274e8421eed8cc226bf46c34a1d8c 1342 1341 2024-08-14T06:01:17Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] [[Solo]]'''</span> [[File:Mercenary-Magnus_The_Unstoppable.webp|thumb|Magnus and Invictus]] A patriot, a traitor, a warlord — what Magnus has proven in all his incarnations is that he is unstoppable. Now, as Magnus returns to the life of a mercenary, he is joined by his greatest creation. Invictus is the first Super Heavy warjack ever to join the Warmachine battlefield. Magnus, along with Invictus, is available to leaders of existing MKIV as well as Prime Legacy armies. * Note that Magnus does not replace a leader model, but is a solo that automatically comes with a super heavy warjack. '''Animosity [Carver]''' - This model cannot be part of a force that includes Carver models. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | '''Magnus 4''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 5 || <!--Ctrl--> 12|| <!--HP--> 10 |} 20 pts ===Abilities:=== * {{Tough}} * {{Dual Attack}} * {{Feign Death}} * {{Journeyman Warcaster}} * '''Limited Battlegroup [Invictus]''' - The only warjack that can be in this model's battlegroup is Invictus. ===Weapons=== {{Ranged Weapon|Rocket Launcher|<!--RAT-->6|<!--RNG-->14|<!--ROF-->1|<!--AOE-->2|<!--POW-->14/8| * {{Cumbersome}} }} {{Ranged Weapon|Scattergun|<!--RAT-->6|<!--RNG-->Sp6|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * {{Pistol}} }} {{Melee Weapon|Foecleaver X|<!--MAT-->7|<!--RNG-->1|<!--POW-->12| * {{Damage Type: Magical}} * '''Armor Piercing (★Attack)''' - When calculating damage from this weapon, halve the base armor stats of the models hit. * {{Powerful Attack}} }} {{Melee Weapon|Iron Fist|<!--MAT-->7|<!--RNG-->1|<!--POW-->12| * {{Beat Back}} }} === Spells === <!--Try to set templates for the spells, list them out--> {{Convection}} {{Energizer}} {{Hellwrought}} == Invictus == <span style="font-size: 1.2em;">'''[[Mercenary]] [[Super]] [[Heavy Warjack]]'''</span> '''Companion [Magnus, the Unstoppable]''' - This model is included in any army that includes Magnus, the Unstoppable. If Magnus is destroyed or removed from play, remove this model from play. This model is part of Magnus' battlegroup. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | '''Invictus 1''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 9 || <!--Arm--> 20 || <!--Arc--> - || <!--Ctrl--> -|| <!--HP--> 34 |} ===Abilities:=== * {{Heavy Warjack}} * {{Dual Attack}} * {{Unstoppable}} * {{Arc Node}} * '''Bond [Magnus]''' - If Invictus begins the game in Magnus' battlegroup, it is bonded to him. Invictus is not considered to be bonded while under your opponents control. While Invictus is bonded to Magnus and in his control range, it gains Retaliatory Strike. (If a model with Retaliatory Strike is hit by an enemy melee attack during your opponents turn, after that attack is resolved it can immediately make one basic melee attack the attacking model. A model with Retaliatory Strike can make only one Retaliatory Strike per turn.) ===Weapons=== {{Ranged Weapon|Obliterator|<!--RAT-->6|<!--RNG-->12|<!--ROF-->1|<!--AOE-->3|<!--POW-->15/8| * {{Arcing Fire}} * {{Critical Knockdown}} }} {{Ranged Weapon|Flamethrower|<!--RAT-->6|<!--RNG-->Sp8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * {{Pistol}} * {{Damage Type: Fire}} * {{Continuous Effect: Fire}} }} {{Melee Weapon|Scrap Saw|<!--MAT-->7|<!--RNG-->2|<!--POW-->18| * {{Critical Shred}} * {{Sustained Attack}} }} {{Melee Weapon|Battle Flail|<!--MAT-->7|<!--RNG-->3|<!--POW-->18| * {{Chain Weapon}} * {{Critical Knockdown}} * '''Thresher (★Attack)''' - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. }} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Magnus and Invictus come as a package that can be taken in any list. <!-- How do they do it, what do they excel at?--> * Magnus is a super-solo with warcaster level stats. ** He'll probably spend most turns taking potshots with his RNG 14 Rocket Launcher and upkeeping Hellwrought on Invictus. ** Late in the game, especially if Invictus has been destroyed, he can mix things up with his devastating armor piercing sword. * Invictus is a super heavy Warjack with high ARM and a lot of attacks. ** Arcing Fire makes the Obliterator hard to hide from. * Magnus and Invictus are entirely capable of going off on their own. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Very Expensive! * As mercenaries, they can't take advantage of 'Faction' buffs. * If Magnus dies, Invictus is removed from play. KEEP HIM SAFE! * Invictus' Thresher attack can hit friendlies, so be careful with your positioning. == Synergy == * Realistically, Hellwrought will always be on Invictus making it ARM 22 and giving it Retaliation. * Energizer makes both Magnus and Invictus faster than their SPD 5 would indicate. * Storm Legion's [[Captain Athena di Baro]] does not require Faction models for her feat to work, and can make Invictus extremely hard for opponents to deal with. * Casters that prefer to hoard focus for themselves may appreciate Magnus and Invictus operating independently. * Casters that can debuff the enemy indirectly help them. == Tricks: == <!-- dot point list of cool plays and combos--> * Remember Invictus' Flail is RNG 3. * Invictus will almost always have both Retaliatory Strike (from its bond), and Retaliation (from Hellwrought) granting you two free attacks if the opponent damages it. ** Retaliatory Strike grants a melee attack immediately, Retaliation grants a second attack during you next Maintenance Phase. * In melee, Invictus has to choose between Flail Thresher attacks, or one initial each from the Flamethrower, the Scrap Saw, and the Flail. ** The Flamethrower ''is'' a spray attack (with the pistol advantage) which can sometimes line enemies up. * If Magnus succeeds a tough roll and gets knocked down, the enemy won't be able to shoot him anymore due to Feign Death. == Lore and Trivia == Magnus has been around a long time and has multiple previous incarnations. Namely [[Magnus the Traitor]] and [[Magnus the Warlord]]. * Invictus is a combination of Magnus' previous custom warjack designs: the [[Mangler]] and the [[Renegade]]. {{Mercenary Footer}} 8bc49dfbe65225aaafb8faa7724399788e7fbc4f Template:Convection 10 422 1338 2024-08-14T04:24:07Z EchoStrike11 36 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Convection</big> ''' || <!--Cost--> 2 || <!--rng--> 10 || <!--AOE--> - || <!--pow--> 12 ||<!--dur--> - || <!--Off--> Yes |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> When Convecti..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Convection</big> ''' || <!--Cost--> 2 || <!--rng--> 10 || <!--AOE--> - || <!--pow--> 12 ||<!--dur--> - || <!--Off--> Yes |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> When Convection destroys a living enemy model, you can give 1 focus point to a warjack in the spellcaster's battlegroup that is in its control range. |} 40750c88f6244419fb7c584e407e9b5035ef27a8 Template:Hellwrought 10 423 1339 2024-08-14T04:33:04Z EchoStrike11 36 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Hellwrought</big> ''' || <!--Cost--> 2 || <!--rng--> 6 || <!--AOE--> - || <!--pow--> - ||<!--dur--> Up || <!--Off--> No |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Target Cohort..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Hellwrought</big> ''' || <!--Cost--> 2 || <!--rng--> 6 || <!--AOE--> - || <!--pow--> - ||<!--dur--> Up || <!--Off--> No |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Target Cohort model in the spellcaster's battlegroup gains +2 ARM and Retaliation. (If a model with Retaliation was damaged by an enemy attack during the last round, during your Maintenance Phase it can advance up to 3" and make one basic melee attack.) |} b612b46828627267226e0ddbfbc814b02a459099 Template:Energizer 10 85 1340 317 2024-08-14T04:38:09Z EchoStrike11 36 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Energizer</big> ''' || 2 || Self || - || - || - || No |- |colspan=7 style="text-align: left;"| Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation. |} d3eca87de46c16d0c13b4d9b7db7e13b2dd68549 Template:Journeyman Warcaster 10 424 1344 2024-08-14T06:15:32Z EchoStrike11 36 Created page with "'''Journeyman Warcaster''' - This model is not a warcaster or Leader, but has the following warcaster special rules: Battlegroup Controller, Focus Manipulation, Power Field, and Spellcaster. This model must have at least one warjack in its battlegroup at the start of the game." wikitext text/x-wiki '''Journeyman Warcaster''' - This model is not a warcaster or Leader, but has the following warcaster special rules: Battlegroup Controller, Focus Manipulation, Power Field, and Spellcaster. This model must have at least one warjack in its battlegroup at the start of the game. 2f7baaab4f3c55405c8c2cb0ff520b1b9d0e8bdd Template:Evasive 10 360 1345 1164 2024-08-14T06:15:58Z EchoStrike11 36 wikitext text/x-wiki '''Evasive''' - When this model is hit by an enemy ranged attack, immediately after the attack is resolved this model can advance up to 2". 0283bf1d2dc4ad0f98e93f1ffd4c3f00c20b7e1e Template:Fail-Safe 10 425 1346 2024-08-14T06:25:21Z EchoStrike11 36 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Fail-Safe</big> ''' || <!--Cost--> 2 || <!--rng--> 6 || <!--AOE--> - || <!--pow--> - ||<!--dur--> Up || <!--Off--> No |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Target friendly..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Fail-Safe</big> ''' || <!--Cost--> 2 || <!--rng--> 6 || <!--AOE--> - || <!--pow--> - ||<!--dur--> Up || <!--Off--> No |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems. |} 3f4d42ff1830e247dd85daf58219ecd54bebbc06 Kishtaar, The Howling Silence 0 118 1347 471 2024-08-14T12:36:46Z Coltain 38 /* Downsides: */ wikitext text/x-wiki == Kishtaar, The Howling Silence == The scion of a long line of feral hunters residing along the desolate Orgoth frontier, Kishtaar is a savage, unpredictable warrior who prefers to kill from afar. Forsaking the trackless wastes of those dark borderlands for the blood sports of the Orgoth arenas, Kishtaar made a name for herself taking on all comers, her fearsome death howls serving as her victims’ gateway to the silence of the Outer Abyss. Lacking either political ambition or higher purpose, Kishtaar focuses on the accumulation of souls for her Fellgoeth masters, knowing that one day she will rise from the ashes of eternity like a vengeful hurricane of steel, fire, and death. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kishtaar''' || 6 || 6|| 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * ===Weapons=== {{Ranged Weapon|Death Whisperer x2|7|10|1|-|13|*'''Magical''' *'''Critical Fire''' *'''Ricochet'''- When this model directly hits an enemy model with an attack with this weapon, immediately after the attack is resolved this model can make another ranged attack with this weapon targeting another model within 4" of the model originally hit, ignoring LOS and this weapon's RNG. Attacks gained from Ricochet cannot generate additional attacks from Ricochet.}} {{Melee Weapon|Blade Strike x2|6|1|13|* '''Magical''' *'''Critical Fire'''}} === Feat: Pandemonium=== While in Kishtaar's control range, models in her battlegroup gain Reposition [3"]. Additionally, while in Kishtaar's control range models in her battlegroup gain an additional die on attack and damage rolls. Discard the lowest die in each roll. Pandemonium lasts for one turn. (at the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.) === Spells === {{Fire Group}} {{Open Fire}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === == Roles and Strengths: == Kishtaar is a damage dealer who specializes in improving the quality of her cohort models, specifically their shooting. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Kishtaar struggles to have enough Focus to do everything she wants every turn. Between casting army buffs like Fire Group and defensive spells like Windstorm Kishtaar often does not have enough focus to boost her attacks, give Focus to her battle group or cast Open Fire. *The extra movement from Swift Hunter is not alway enough to keep her safe if she moves forward to shoot. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 9aaaa86e21c510269fb741896727c3bba1a7f246 1348 1347 2024-08-14T12:43:18Z Coltain 38 /* Recommended Rack choices */ wikitext text/x-wiki == Kishtaar, The Howling Silence == The scion of a long line of feral hunters residing along the desolate Orgoth frontier, Kishtaar is a savage, unpredictable warrior who prefers to kill from afar. Forsaking the trackless wastes of those dark borderlands for the blood sports of the Orgoth arenas, Kishtaar made a name for herself taking on all comers, her fearsome death howls serving as her victims’ gateway to the silence of the Outer Abyss. Lacking either political ambition or higher purpose, Kishtaar focuses on the accumulation of souls for her Fellgoeth masters, knowing that one day she will rise from the ashes of eternity like a vengeful hurricane of steel, fire, and death. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kishtaar''' || 6 || 6|| 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== * ===Weapons=== {{Ranged Weapon|Death Whisperer x2|7|10|1|-|13|*'''Magical''' *'''Critical Fire''' *'''Ricochet'''- When this model directly hits an enemy model with an attack with this weapon, immediately after the attack is resolved this model can make another ranged attack with this weapon targeting another model within 4" of the model originally hit, ignoring LOS and this weapon's RNG. Attacks gained from Ricochet cannot generate additional attacks from Ricochet.}} {{Melee Weapon|Blade Strike x2|6|1|13|* '''Magical''' *'''Critical Fire'''}} === Feat: Pandemonium=== While in Kishtaar's control range, models in her battlegroup gain Reposition [3"]. Additionally, while in Kishtaar's control range models in her battlegroup gain an additional die on attack and damage rolls. Discard the lowest die in each roll. Pandemonium lasts for one turn. (at the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.) === Spells === {{Fire Group}} {{Open Fire}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === *'''Second Sight:''' Gives your army access to Eyeless Sight which allows you to deal with most of the common defense against shooting such as Concealment and Stealth. It also alows you to ignore cloud effects. == Roles and Strengths: == Kishtaar is a damage dealer who specializes in improving the quality of her cohort models, specifically their shooting. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Kishtaar struggles to have enough Focus to do everything she wants every turn. Between casting army buffs like Fire Group and defensive spells like Windstorm Kishtaar often does not have enough focus to boost her attacks, give Focus to her battle group or cast Open Fire. *The extra movement from Swift Hunter is not alway enough to keep her safe if she moves forward to shoot. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} b1570a9d5ee95a2f9e13b23fadfa425c1f7a0333 1349 1348 2024-08-14T13:03:20Z Coltain 38 /* Abilities: */ wikitext text/x-wiki == Kishtaar, The Howling Silence == The scion of a long line of feral hunters residing along the desolate Orgoth frontier, Kishtaar is a savage, unpredictable warrior who prefers to kill from afar. Forsaking the trackless wastes of those dark borderlands for the blood sports of the Orgoth arenas, Kishtaar made a name for herself taking on all comers, her fearsome death howls serving as her victims’ gateway to the silence of the Outer Abyss. Lacking either political ambition or higher purpose, Kishtaar focuses on the accumulation of souls for her Fellgoeth masters, knowing that one day she will rise from the ashes of eternity like a vengeful hurricane of steel, fire, and death. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kishtaar''' || 6 || 6|| 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== *'''Dual Attack:''' This model can make melee and ranged attacks in the same activation. *'''Field Marshal [Swift Hunter]:''' Cohort models in this model's battlegroup gain Swift Hunter. *'''Gunfighter:''' This model can make a ranged attack while engaged, it does not have to taret the model engaging it with the attack. *'''Hell Marked:''' Models destroyed by attacks made by this model never generate soul tokens. *'''Pathfinder:''' This model treats rough terrain as open terrain. *'''Prowl:''' While this model has concealment, it gains Stealth. *'''Swift Hunter:''' When this model destroys one or more enemy models with a basic ranged attack, immediately affter the attack is resolved it can advance up to 2". ===Weapons=== {{Ranged Weapon|Death Whisperer x2|7|10|1|-|13|*'''Magical''' *'''Critical Fire''' *'''Ricochet'''- When this model directly hits an enemy model with an attack with this weapon, immediately after the attack is resolved this model can make another ranged attack with this weapon targeting another model within 4" of the model originally hit, ignoring LOS and this weapon's RNG. Attacks gained from Ricochet cannot generate additional attacks from Ricochet.}} {{Melee Weapon|Blade Strike x2|6|1|13|* '''Magical''' *'''Critical Fire'''}} === Feat: Pandemonium=== While in Kishtaar's control range, models in her battlegroup gain Reposition [3"]. Additionally, while in Kishtaar's control range models in her battlegroup gain an additional die on attack and damage rolls. Discard the lowest die in each roll. Pandemonium lasts for one turn. (at the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.) === Spells === {{Fire Group}} {{Open Fire}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === *'''Second Sight:''' Gives your army access to Eyeless Sight which allows you to deal with most of the common defense against shooting such as Concealment and Stealth. It also alows you to ignore cloud effects. == Roles and Strengths: == Kishtaar is a damage dealer who specializes in improving the quality of her cohort models, specifically their shooting. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Kishtaar struggles to have enough Focus to do everything she wants every turn. Between casting army buffs like Fire Group and defensive spells like Windstorm Kishtaar often does not have enough focus to boost her attacks, give Focus to her battle group or cast Open Fire. *The extra movement from Swift Hunter is not alway enough to keep her safe if she moves forward to shoot. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 9b4479d41bdef71a179c33f844ba29a33282fe6d Horruskh, The Thousand Wraths 0 73 1350 919 2024-08-14T13:10:00Z Coltain 38 /* Abilities: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough:''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === '''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. '''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. '''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. Keeps an incredibly consistent 14" threat with Vanish and charging. Use him to keep your opponents casters checking where they step or risk getting charged and eviscerated. Is a relatively efficient windstorm caster with the ability to upkeep 2 spells, cast windstorm, and still camp 2 focus for some damage reduction. Has the personal output to take out a heavy with very little support, and can control opponent's key pieces by killing something easy and using blood boon to knock a heavy around. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This allows his army to feel very consistent, and helping ensure your plans go well. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheaper tarpit on his feat turn you'll have to bring true inspiration. *Runs a relatively predictable gameplan, and while feat does make stuff really hard to kill for a turn, Horruskh doesn't have any unique tools to prevent things from being trimmed out before lines clash. Every turn you hold feat gives your opponent a chance to make your feat less impactful by removing material from the board. *A fair amount of anti-tough tools exist in the game currently, including a universal one point card that every list can take, which can turn off an important portion of feat. == Tricks: == <!-- dot point list of cool plays and combos--> * Since Horruskh's Fate Blessed reroll is a different name as the [[Reaver Commander]]'s Combat Coordination battle plan granting a reroll, these can be stacked giving a model up to 3 tries. * Feat has a nice synergy with Rhoks allowing them to perform the triangle of death. (See [[Rhok Harriers]]) * Jackals with arc nodes turn [[Thunder Strike]] up a level, giving a huge increase to the threat angles the spell provides. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 10a7f9bf39be59d2f716816bd53bfa329737eed1 Horruskh, The Thousand Wraths 0 73 1351 1350 2024-08-14T13:11:38Z Coltain 38 /* Recommended Rack choices */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough:''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === *'''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. *'''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. *'''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. Keeps an incredibly consistent 14" threat with Vanish and charging. Use him to keep your opponents casters checking where they step or risk getting charged and eviscerated. Is a relatively efficient windstorm caster with the ability to upkeep 2 spells, cast windstorm, and still camp 2 focus for some damage reduction. Has the personal output to take out a heavy with very little support, and can control opponent's key pieces by killing something easy and using blood boon to knock a heavy around. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This allows his army to feel very consistent, and helping ensure your plans go well. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheaper tarpit on his feat turn you'll have to bring true inspiration. *Runs a relatively predictable gameplan, and while feat does make stuff really hard to kill for a turn, Horruskh doesn't have any unique tools to prevent things from being trimmed out before lines clash. Every turn you hold feat gives your opponent a chance to make your feat less impactful by removing material from the board. *A fair amount of anti-tough tools exist in the game currently, including a universal one point card that every list can take, which can turn off an important portion of feat. == Tricks: == <!-- dot point list of cool plays and combos--> * Since Horruskh's Fate Blessed reroll is a different name as the [[Reaver Commander]]'s Combat Coordination battle plan granting a reroll, these can be stacked giving a model up to 3 tries. * Feat has a nice synergy with Rhoks allowing them to perform the triangle of death. (See [[Rhok Harriers]]) * Jackals with arc nodes turn [[Thunder Strike]] up a level, giving a huge increase to the threat angles the spell provides. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 03f57eddaec4ef239894c8b611401bc8d69de1a1 1352 1351 2024-08-14T13:15:20Z Coltain 38 /* Tricks: */ wikitext text/x-wiki == Horruskh, The Thousand Wraths == A savage warlord inhabited by a reckless and renowned spirit from darkest antiquity, Horruskh is among the most formidable warriors in the Orgoth host. Inarguably the scion of an unbroken chain of ruthless conquerors, Horruskh has lived a thousand lives that appear to him in broken dreams, driving his ambition and propelling him headlong into every fresh slaughter and atrocity. It is only through such terrifying acts that he can draw the attention of the Fellgoeth and gather the souls necessary to barter his way from the darkness of the Outer Abyss. And when he first laid eyes on the shores of Immoren, Horruskh knew he had been here before and had made the continent bleed. If Sabbreth is the architect of the Orgoth invasion, then Horruskh, The Thousand Wraths, is its unbreakable spirit. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Horruskh''' || 6 || 6|| 8 || 14 || 18 || 7 || 14 |} ===Abilities:=== *'''Tough:''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. *'''Fate Blessed''' : When a friendly Faction model makes an attack of damage roll during its activation while in this model's control range, this model can spend 1 focus point to allow the model to reroll that roll. Each roll can be rerolled only once as a result of Fate-Blessed. *'''Hell Marked''' : Models destroyed by attacks made by this model never generate soul tokens. ===Weapons=== {{Melee Weapon|Abyssal Blade|8|2|17|* '''Magical''' * '''Blood Boon'''- Once per activation, immediately after resolving and attack in which it destroyed an enemy model with this weapon, this model can cast a spell without spending focus or fury points.}} === Feat: Illimitable Dominion=== While in Horruskh's control area, friendly Faction models cannot be knocked down and gain +3 ARM. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while inHorruskh's control range, that model can remove 1 damage point. Illimitable Dominion lasts for one round. === Spells === {{Abattoir}} {{Thunder Strike}} {{Vanish}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === *'''Inviolable Resolve''' synergizes particularly well with Illimitable Dominion, either on a cohort model or infantry. *'''Windstorm''' is a high priority against opponents with lots of guns, or enough quality guns, to ensure that your army can get in range. *'''Red Line''', '''Silence of Death''', and to a lesser extent '''Carnage''' are good utility choices to buy threat range, hitting power, or accuracy. Generally, the threat range from '''Red Line''' is more important than the hitting power and utility of '''Silence of Death''', because Fate Blessed can help provide that power. Likewise, '''Carnage''' is only crucial when there are swathes of high defense targets, as Fate Blessed can close the gap for fewer crucial hard to hit targets. == Roles and Strengths: == Horruskh is a brawler who uses his feat to keep his army stuck in, while punching back above their weight thanks to Fate Blessed. Keeps an incredibly consistent 14" threat with Vanish and charging. Use him to keep your opponents casters checking where they step or risk getting charged and eviscerated. Is a relatively efficient windstorm caster with the ability to upkeep 2 spells, cast windstorm, and still camp 2 focus for some damage reduction. Has the personal output to take out a heavy with very little support, and can control opponent's key pieces by killing something easy and using blood boon to knock a heavy around. * Horruskh keeps his army on the board by multiplying the staying power of tough infantry, like [[Ulkor Axers]] in combination with his feat. Additionally, the True Inspiration command card can be used to make any warrior model tough to benefit from his feat. * The +3 ARM portion of his feat combines well with cohort models, and tough infantry, to make removing his army generally difficult. * Fate Blessed allows Horruksh to fix accuracy or hitting power on crucial attacks. This allows his army to feel very consistent, and helping ensure your plans go well. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *While his feat makes tough better it doesn't actually grant tough. Thankfully Orgoth has a solid roster of tough models/units to choose from but if you're looking for a cheaper tarpit on his feat turn you'll have to bring true inspiration. *Runs a relatively predictable gameplan, and while feat does make stuff really hard to kill for a turn, Horruskh doesn't have any unique tools to prevent things from being trimmed out before lines clash. Every turn you hold feat gives your opponent a chance to make your feat less impactful by removing material from the board. *A fair amount of anti-tough tools exist in the game currently, including a universal one point card that every list can take, which can turn off an important portion of feat. == Tricks: == <!-- dot point list of cool plays and combos--> * Since Horruskh's Fate Blessed reroll is a different name as the [[Reaver Commander]]'s Combat Coordination battle plan granting a reroll, these can be stacked giving a model up to 3 tries. * Feat has a nice synergy with Rhoks allowing them to perform the triangle of death. (See [[Rhok Harriers]]) * Jackals with arc nodes turn [[Thunder Strike]] up a level, giving a huge increase to the threat angles the spell provides. * Blood Boon is a great way to cast [[Thunder Strike]] while still keeping focus for either your other spells or Fate Blessed. Keep this in mind if an opponent places models within easy range of Horruskh. * Vanish has amazing utility to keep Horruskh save or to get to unexpected places. Dont forget about it. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} b6a6599dbf42b9c3c8e59d59237c553ff35d1264 Courser 0 426 1353 2024-08-14T13:15:42Z 82.196.205.100 0 Created page with "[[Category: Light Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Light Warjack]]'''</span> [[File:Cygnar-Courser_Warjack.webp|thumb|right]] ''Lighter and swifter than the Stryker, the Courser is the second of Cygnar’s new generation of warjacks to enter production. Electrically insulated to protect the machine from the sheer ambient force of its own galvanic weaponry, the Courser is a sophisticated weapon platform capable of..." wikitext text/x-wiki [[Category: Light Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Light Warjack]]'''</span> [[File:Cygnar-Courser_Warjack.webp|thumb|right]] ''Lighter and swifter than the Stryker, the Courser is the second of Cygnar’s new generation of warjacks to enter production. Electrically insulated to protect the machine from the sheer ambient force of its own galvanic weaponry, the Courser is a sophisticated weapon platform capable of delivering thunderous death to its warcaster’s enemies. .'' == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Courser ''' || 6 || - || 6 || 7 || 13 || 16 || 26 |} 6-11 points ===Abilities=== * {{Light Warjack}} * [[Dual Attack]] * '''Resistance: Electricity''' ===Weapon options=== ====Left Arms==== {{Melee Weapon|Electrified Shield |4|1|11| * Shield * Shock Field: If a warjack hits this model with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Fiedl while this weapon system is crippled}} {{Ranged Weapon| Electro Grenade Launcher |4|12|1|2|10/7| * Damage type: Electricity. * {{Arcing Fire}} }} {{Ranged Weapon| Light Mag-Bolter |4|10|d3|-|10| * Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy moel hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} {{Melee Weapon|Voltaic Punching Spike |2|1|12| * Critical Armor-Piercing - On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit }} ====Right Arms==== {{Ranged Weapon| Mag-Bolter |7|14|1|-|6| * Armor-Piercing - When calculating damage from this weapon, halve the base ARM stats of models hit. }} {{Melee Weapon|Voltaic Broadsword |3|1|14| * Critical Thunderclap - On a critical hit, models hit without Resistance: Electricity become knocked down. }} {{Melee Weapon|Voltaic Spear |3|2|12| * {{Set Defense}} * Electro Leap - When a model is directly hit with a basic attack with this weapon, you can have lightning arc to the nearest model within 3" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap. }} '''Heavy Stormthrower:''' {| class="wikitable" |{{Melee Weapon|Voltaic Blade|4|1|12| }} |- | {{Ranged Weapon|Voltaic Stormthrower|7|12|1|-|12| * [[Pistol]] * Damage type: Electricity. }} |} ====Heads==== * Granted: {{Advance Deployment}} * Granted: {{Arc Node}} * Granted: {{Dodge}}, '''Dodge - This model can advance up to 2" immediately after an enemy attack that misses it is resolved.''' * Granted: {{Shield Guard}} == Roles and strengths == The Courser is is a relatively cheap light warjack capable of both a ranged and a harassing melee role. ===Melee=== * The Voltaic Spear means the Courser can hide behind walls and sit at a comfortable DEF 17 against charging models, or DEF20 under Captain Calder's feaet. This is often paired with an Electrified Shield for increased durability, which also combines well with Shield Guard. * The Voltaic Broadsword, while more powerful than the spear, lacks any defensive abilities, only has RNG1 and has an unreliable critical hit. At the same cost it tends to lose out * The Voltaic Punching spike is very cheap. It is thus a common choice for a Shield Guard Courser combined with a good ranged option. ===Combined Arms=== The Courser is less of an everyman than its Stryker Colleague * A common build is a Punching Spike, Heavy Stormthrower and Shield Guard Head. This is a 7pts package that can do very good damage with its RNG12 POW12 Stormthrower (POW14 under Ionization), can take a few shots to save other models, and when all else fails it can try for a crit or two with its Punching Spike. Just remember the Stormthrower has a POW12 blade as well! ===Ranged=== The Coursers ranged options are quite varied and its RAT7 means it is very much a ranged warjack. * Dodge heads can enable it to shoot and scoot (it is DEF15 under Deflection and loves Barriers and Walls) and the Arc Node or AD head can synergy well with a ranged build. * The Heavy Stormthrower is mentioned above and is likely the Courser's most taken armament. It also comes with a melee blade! * The Mag-Bolter can sometimes feel weak at POW6 but is fully capable of taking advantage of medium armoured foes, or benefiting from enemies that have lost Shield Systems or are being debuffed. * The Rapid Fire Light Mag Bolter is interesting for its Beat Back ability to move enemy models where you want them, but beware its random d3 ROF. * The Electro Grenade Launcher tends to be overshadowed by the much better longer ranged AOE weapon of the Stryker, and is as expensive as a Heavy Stormthrower. == Downsides == * The Courser has ARM16, 26 boxes and, even with a Electrified Shield, will crumble fast if hit. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It isn't well suited to offensive melee. == Synergy == The Courser is a good target for Major Anson Wolfe's Positive Charge. Its Shield Guard head is the only access the Storm Legion has to this ability. It works well with most casters. == Tricks == {{Storm Legion Footer}} 5f9b5d79f258b0bb99bb976df0318942a853f286 1355 1353 2024-08-14T13:21:45Z Kaptajn Congoboy 39 wikitext text/x-wiki [[Category: Light Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Light Warjack]]'''</span> [[File:Cygnar-Courser_Warjack.webp|thumb|right]] ''Lighter and swifter than the Stryker, the Courser is the second of Cygnar’s new generation of warjacks to enter production. Electrically insulated to protect the machine from the sheer ambient force of its own galvanic weaponry, the Courser is a sophisticated weapon platform capable of delivering thunderous death to its warcaster’s enemies. .'' == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Courser ''' || 6 || - || 6 || 7 || 13 || 16 || 26 |} 6-11 points ===Abilities=== * {{Light Warjack}} * [[Dual Attack]] * '''Resistance: Electricity''' ===Weapon options=== ====Left Arms==== {{Melee Weapon|Electrified Shield |6|1|11| * Shield * Shock Field: If a warjack hits this model with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Fiedl while this weapon system is crippled}} {{Ranged Weapon| Electro Grenade Launcher |7|12|1|2|10/7| * Damage type: Electricity. * {{Arcing Fire}} }} {{Ranged Weapon| Light Mag-Bolter |6|10|d3|-|10| * Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy moel hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} {{Melee Weapon|Voltaic Punching Spike |6|1|12| * Critical Armor-Piercing - On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit }} ====Right Arms==== {{Ranged Weapon| Mag-Bolter |7|14|1|-|6| * Armor-Piercing - When calculating damage from this weapon, halve the base ARM stats of models hit. }} {{Melee Weapon|Voltaic Broadsword |6|1|14| * Critical Thunderclap - On a critical hit, models hit without Resistance: Electricity become knocked down. }} {{Melee Weapon|Voltaic Spear |6|2|12| * {{Set Defense}} * Electro Leap - When a model is directly hit with a basic attack with this weapon, you can have lightning arc to the nearest model within 3" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap. }} '''Heavy Stormthrower:''' {| class="wikitable" |{{Melee Weapon|Voltaic Blade|6|1|12| }} |- | {{Ranged Weapon|Voltaic Stormthrower|7|12|1|-|12| * [[Pistol]] * Damage type: Electricity. }} |} ====Heads==== * Granted: {{Advance Deployment}} * Granted: {{Arc Node}} * Granted: {{Dodge}}, '''Dodge - This model can advance up to 2" immediately after an enemy attack that misses it is resolved.''' * Granted: {{Shield Guard}} == Roles and strengths == The Courser is is a relatively cheap light warjack capable of both a ranged and a harassing melee role. ===Melee=== * The Voltaic Spear means the Courser can hide behind walls and sit at a comfortable DEF 17 against charging models, or DEF20 under Captain Calder's feaet. This is often paired with an Electrified Shield for increased durability, which also combines well with Shield Guard. * The Voltaic Broadsword, while more powerful than the spear, lacks any defensive abilities, only has RNG1 and has an unreliable critical hit. At the same cost it tends to lose out * The Voltaic Punching spike is very cheap. It is thus a common choice for a Shield Guard Courser combined with a good ranged option. ===Combined Arms=== The Courser is less of an everyman than its Stryker Colleague * A common build is a Punching Spike, Heavy Stormthrower and Shield Guard Head. This is a 7pts package that can do very good damage with its RNG12 POW12 Stormthrower (POW14 under Ionization), can take a few shots to save other models, and when all else fails it can try for a crit or two with its Punching Spike. Just remember the Stormthrower has a POW12 blade as well! ===Ranged=== The Coursers ranged options are quite varied and its RAT7 means it is very much a ranged warjack. * Dodge heads can enable it to shoot and scoot (it is DEF15 under Deflection and loves Barriers and Walls) and the Arc Node or AD head can synergy well with a ranged build. * The Heavy Stormthrower is mentioned above and is likely the Courser's most taken armament. It also comes with a melee blade! * The Mag-Bolter can sometimes feel weak at POW6 but is fully capable of taking advantage of medium armoured foes, or benefiting from enemies that have lost Shield Systems or are being debuffed. * The Rapid Fire Light Mag Bolter is interesting for its Beat Back ability to move enemy models where you want them, but beware its random d3 ROF. * The Electro Grenade Launcher tends to be overshadowed by the much better longer ranged AOE weapon of the Stryker, and is as expensive as a Heavy Stormthrower. == Downsides == * The Courser has ARM16, 26 boxes and, even with a Electrified Shield, will crumble fast if hit. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It isn't well suited to offensive melee. == Synergy == The Courser is a good target for Major Anson Wolfe's Positive Charge. Its Shield Guard head is the only access the Storm Legion has to this ability. It works well with most casters. == Tricks == {{Storm Legion Footer}} 3899a3e01773377c7d6f68fc0a6f963a2b433aec 1373 1355 2024-08-15T06:31:44Z EchoStrike11 36 wikitext text/x-wiki [[Category: Light Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Light Warjack]]'''</span> [[File:Cygnar-Courser_Warjack.webp|thumb|right]] ''Lighter and swifter than the Stryker, the Courser is the second of Cygnar’s new generation of warjacks to enter production. Electrically insulated to protect the machine from the sheer ambient force of its own galvanic weaponry, the Courser is a sophisticated weapon platform capable of delivering thunderous death to its warcaster’s enemies. .'' == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Courser ''' || 6 || - || 6 || 7 || 13 || 16 || 26 |} 6-11 points ===Abilities=== * {{Light Warjack}} * [[Dual Attack]] * '''Resistance: Electricity''' ===Weapon options=== ====Left Arms==== {{Melee Weapon|Electrified Shield |6|1|11| * Shield * Shock Field: If a warjack hits this model with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Fiedl while this weapon system is crippled}} {{Ranged Weapon| Electro Grenade Launcher |7|12|1|2|10/7| * Damage type: Electricity. * {{Arcing Fire}} }} {{Ranged Weapon| Light Mag-Bolter |6|10|d3|-|10| * Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy moel hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} {{Melee Weapon|Voltaic Punching Spike |6|1|12| * Critical Armor-Piercing - On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit }} ====Right Arms==== {{Ranged Weapon| Mag-Bolter |7|14|1|-|6| * Armor-Piercing - When calculating damage from this weapon, halve the base ARM stats of models hit. }} {{Melee Weapon|Voltaic Broadsword |6|1|14| * Critical Thunderclap - On a critical hit, models hit without Resistance: Electricity become knocked down. }} {{Melee Weapon|Voltaic Spear |6|2|12| * {{Set Defense}} * Electro Leap - When a model is directly hit with a basic attack with this weapon, you can have lightning arc to the nearest model within 3" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap. }} '''Heavy Stormthrower:''' {| class="wikitable" |{{Melee Weapon|Voltaic Blade|6|1|12| }} |- | {{Ranged Weapon|Voltaic Stormthrower|7|12|1|-|12| * [[Pistol]] * Damage type: Electricity. }} |} ====Heads==== * Granted: {{Advance Deployment}} * Granted: {{Arc Node}} * Granted: {{Dodge}}, '''Dodge - This model can advance up to 2" immediately after an enemy attack that misses it is resolved.''' * Granted: {{Shield Guard}} == Roles and strengths == The Courser is is a relatively cheap light warjack capable of both a ranged and a harassing melee role. ===Melee=== * The Voltaic Spear means the Courser can hide behind walls and sit at a comfortable DEF 17 against charging models, or DEF20 under Captain Calder's feaet. This is often paired with an Electrified Shield for increased durability, which also combines well with Shield Guard. * The Voltaic Broadsword, while more powerful than the spear, lacks any defensive abilities, only has RNG1 and has an unreliable critical hit. At the same cost it tends to lose out * The Voltaic Punching spike is very cheap. It is thus a common choice for a Shield Guard Courser combined with a good ranged option. ===Combined Arms=== The Courser is less of an everyman than its Stryker Colleague * A common build is a Punching Spike, Heavy Stormthrower and Shield Guard Head. This is a 7pts package that can do very good damage with its RNG12 POW12 Stormthrower (POW14 under Ionization), can take a few shots to save other models, and when all else fails it can try for a crit or two with its Punching Spike. Just remember the Stormthrower has a POW12 blade as well! ===Ranged=== The Coursers ranged options are quite varied and its RAT7 means it is very much a ranged warjack. * Dodge heads can enable it to shoot and scoot (it is DEF15 under Deflection and loves Barriers and Walls) and the Arc Node or AD head can synergy well with a ranged build. * The Heavy Stormthrower is mentioned above and is likely the Courser's most taken armament. It also comes with a melee blade! * The Mag-Bolter can sometimes feel weak at POW6 but is fully capable of taking advantage of medium armoured foes, or benefiting from enemies that have lost Shield Systems or are being debuffed. * The Rapid Fire Light Mag Bolter is interesting for its Beat Back ability to move enemy models where you want them, but beware its random d3 ROF. * The Electro Grenade Launcher tends to be overshadowed by the much better longer ranged AOE weapon of the Stryker, and is as expensive as a Heavy Stormthrower. == Downsides == * The Courser has ARM16, 26 boxes and, even with a Electrified Shield, will crumble fast if hit. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It isn't well suited to offensive melee. == Synergy == * The Courser is a good target for Major Anson Wolfe's Positive Charge. Its Shield Guard head is the only access the Storm Legion has to this ability. It works well with most casters. * * [[Lieutenant Sara Brisbane]] can take one. It's safer for her to take ranged weapon options. == Tricks == {{Storm Legion Footer}} 7db2801d6aca7fe405193e54408d15a49ee4687f File:Cygnar-Courser Warjack.webp 6 427 1354 2024-08-14T13:19:31Z Kaptajn Congoboy 39 Picture from the SFG site of the Courser Light Warjack wikitext text/x-wiki == Summary == Picture from the SFG site of the Courser Light Warjack 9e7d9c91a518a2e16bfdc2b3b3e5d476ad7ebffc Grhotten Champion 0 97 1356 373 2024-08-14T13:33:25Z Coltain 38 /* Abilities: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Held in their thrall are the Gnashers, Ulkor shock troopers dominated by the maligned will of their paired hell-wrought weapons, and the massive Ghrotten Champion and Keepers, fearsome warriors likewise slaved to their infernal arms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Champion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== *'''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> *'''Blade Shield''': This model gains +2 DEF against ranged attack rolls <br> *'''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> *'''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> *'''Spell Ward''': This model cannot be targeted by spells <br> *'''Tough:''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Thresher (*Attack)'''}} *'''Thresher (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} ea5cbb368dadfd0348b5e258fc6a849586b14d68 1357 1356 2024-08-14T13:36:36Z Coltain 38 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Held in their thrall are the Gnashers, Ulkor shock troopers dominated by the maligned will of their paired hell-wrought weapons, and the massive Ghrotten Champion and Keepers, fearsome warriors likewise slaved to their infernal arms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Champion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== *'''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> *'''Blade Shield''': This model gains +2 DEF against ranged attack rolls <br> *'''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> *'''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> *'''Spell Ward''': This model cannot be targeted by spells <br> *'''Tough:''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Thresher (*Attack)'''}} *'''Thresher (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> *Champions are great infantry clearing tools. With a 2" Pow16 Weapon Master Threasher attack they can often kill an entire unit before side stepping to potentitall kill a second unit with Berzerk attacks. <!-- How do they do it, what do they excel at?--> *Side Step can help Champions get into unexpected places allowing them to dig deeper into an opponents army than their initial 11" threat range would suggest. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} f4e0867c56c8a4ea67a668be641537f0283d3237 1358 1357 2024-08-14T13:38:40Z Coltain 38 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Held in their thrall are the Gnashers, Ulkor shock troopers dominated by the maligned will of their paired hell-wrought weapons, and the massive Ghrotten Champion and Keepers, fearsome warriors likewise slaved to their infernal arms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Champion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== *'''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> *'''Blade Shield''': This model gains +2 DEF against ranged attack rolls <br> *'''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> *'''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> *'''Spell Ward''': This model cannot be targeted by spells <br> *'''Tough:''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Thresher (*Attack)'''}} *'''Thresher (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> *Champions are great infantry clearing tools. With a 2" Pow16 Weapon Master Threasher attack they can often kill an entire unit before side stepping to potentitall kill a second unit with Berzerk attacks. <!-- How do they do it, what do they excel at?--> *Side Step can help Champions get into unexpected places allowing them to dig deeper into an opponents army than their initial 11" threat range would suggest. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Lack of Pathfinder and being a large base model means terrain can often get in your way when trying to charge or side step. Having some way of giving them pathfinder, that isnt from a spell, is one way to mitigate this weakness. *Spell Ward prevents many buff spells targeting this model. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} aa9b0e25686c7595acb7133e977d501d3e9123e8 1359 1358 2024-08-14T13:41:59Z Coltain 38 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Held in their thrall are the Gnashers, Ulkor shock troopers dominated by the maligned will of their paired hell-wrought weapons, and the massive Ghrotten Champion and Keepers, fearsome warriors likewise slaved to their infernal arms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Champion''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 14 |} ===Abilities:=== *'''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> *'''Blade Shield''': This model gains +2 DEF against ranged attack rolls <br> *'''Blood Drinker''': Immediatly after this model resolves a melee attacks in which it destroys one or more living models, it can end its activation andd remove d3 damage points <br> *'''Side Step''' : When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> *'''Spell Ward''': This model cannot be targeted by spells <br> *'''Tough:''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. ===Weapons=== {{Melee Weapon|<!--Name-->Fell Blade|<!--MAT-->7|<!--RNG-->2|<!--POW-->16| *'''Weapon Master''' *'''Magical''' *'''Thresher (*Attack)'''}} *'''Thresher (*Attack)''': This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range, regardless of whether that model is a friendly model or an enemy model. Thresher attacks are simultaneous. == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> *Champions are great infantry clearing tools. With a 2" Pow16 Weapon Master Threasher attack they can often kill an entire unit before side stepping to potentitall kill a second unit with Berzerk attacks. <!-- How do they do it, what do they excel at?--> *Side Step can help Champions get into unexpected places allowing them to dig deeper into an opponents army than their initial 11" threat range would suggest. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Lack of Pathfinder and being a large base model means terrain can often get in your way when trying to charge or side step. Having some way of giving them pathfinder, that isnt from a spell, is one way to mitigate this weakness. *Spell Ward prevents many buff spells targeting this model. == Synergy == <!-- Which models work well with this? --> *Horrusk's Fate Blessed ability can still affect this model as Fate Blessed is not a spell. *Spells such as Onslaught on Oriax, or rack spells like Carnage and Windstorm can still help this model as they do not target it directly. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 1b90d834a56500d836d763dc0a492c36fad354d0 Grhotten Keeper 0 98 1360 374 2024-08-14T14:02:28Z Coltain 38 /* Abilities: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Held in their thrall are the Gnashers, Ulkor shock troopers dominated by the maligned will of their paired hell-wrought weapons, and the massive Ghrotten Champion and Keepers, fearsome warriors likewise slaved to their infernal arms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Keeper''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== *'''Primal Rage''': Once per turn, when this model suffers damage from an enemy attack, after the attack is resolved it can immediatly make a full advance toward the attacking model and can make one basic melee attack <br> *'''Shield Guard''': When a friendly model is directly hit by a non-spray ranged attack While within 3" of a model with Shield Guard, you can choose to have the model with Shield guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationnary. Shield Guard can only be used once per attack. <br> *'''Spell Ward''': This model cannot be targeted by spells <br> *'''Tough:''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. ===Weapons=== {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->2|<!--POW-->15| *'''Magical''' *'''Critical Decapitation'''}} *'''Critical Decapitation''' On a critical hit, double the damage exceeding the ARM of the model hit. A Model disabled by this attack cannot make a Tough roll. {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Magical''' *'''Shield (+2)'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 9e0684e489a7c422b356bf7d3eaea517af352d6b 1361 1360 2024-08-14T14:06:12Z Coltain 38 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Held in their thrall are the Gnashers, Ulkor shock troopers dominated by the maligned will of their paired hell-wrought weapons, and the massive Ghrotten Champion and Keepers, fearsome warriors likewise slaved to their infernal arms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Keeper''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== *'''Primal Rage''': Once per turn, when this model suffers damage from an enemy attack, after the attack is resolved it can immediatly make a full advance toward the attacking model and can make one basic melee attack <br> *'''Shield Guard''': When a friendly model is directly hit by a non-spray ranged attack While within 3" of a model with Shield Guard, you can choose to have the model with Shield guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationnary. Shield Guard can only be used once per attack. <br> *'''Spell Ward''': This model cannot be targeted by spells <br> *'''Tough:''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. ===Weapons=== {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->2|<!--POW-->15| *'''Magical''' *'''Critical Decapitation'''}} *'''Critical Decapitation''' On a critical hit, double the damage exceeding the ARM of the model hit. A Model disabled by this attack cannot make a Tough roll. {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Magical''' *'''Shield (+2)'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Front line body blockers with shield guard, Keepers offer a lot of defensive utility as your army advances up the table. Primal Rage combined with Shield Guard can let you get out of activation movement and an attack, often supprising your opponent. <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 14b739d29305a56b2a353202e39099878ff60d43 1362 1361 2024-08-14T14:07:44Z Coltain 38 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Held in their thrall are the Gnashers, Ulkor shock troopers dominated by the maligned will of their paired hell-wrought weapons, and the massive Ghrotten Champion and Keepers, fearsome warriors likewise slaved to their infernal arms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Keeper''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== *'''Primal Rage''': Once per turn, when this model suffers damage from an enemy attack, after the attack is resolved it can immediatly make a full advance toward the attacking model and can make one basic melee attack <br> *'''Shield Guard''': When a friendly model is directly hit by a non-spray ranged attack While within 3" of a model with Shield Guard, you can choose to have the model with Shield guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationnary. Shield Guard can only be used once per attack. <br> *'''Spell Ward''': This model cannot be targeted by spells <br> *'''Tough:''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. ===Weapons=== {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->2|<!--POW-->15| *'''Magical''' *'''Critical Decapitation'''}} *'''Critical Decapitation''' On a critical hit, double the damage exceeding the ARM of the model hit. A Model disabled by this attack cannot make a Tough roll. {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Magical''' *'''Shield (+2)'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Front line body blockers with shield guard, Keepers offer a lot of defensive utility as your army advances up the table. Primal Rage combined with Shield Guard can let you get out of activation movement and an attack, often supprising your opponent. <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Spell Ward prevents many buff spells targeting this model. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 1cabccc44752287dac7f48383d301cf88784f815 1363 1362 2024-08-14T14:08:28Z Coltain 38 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Held in their thrall are the Gnashers, Ulkor shock troopers dominated by the maligned will of their paired hell-wrought weapons, and the massive Ghrotten Champion and Keepers, fearsome warriors likewise slaved to their infernal arms.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Grhotten Keeper''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 12 || <!--Arm--> 18 || <!--HP--> 14 |} ===Abilities:=== *'''Primal Rage''': Once per turn, when this model suffers damage from an enemy attack, after the attack is resolved it can immediatly make a full advance toward the attacking model and can make one basic melee attack <br> *'''Shield Guard''': When a friendly model is directly hit by a non-spray ranged attack While within 3" of a model with Shield Guard, you can choose to have the model with Shield guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationnary. Shield Guard can only be used once per attack. <br> *'''Spell Ward''': This model cannot be targeted by spells <br> *'''Tough:''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. ===Weapons=== {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->2|<!--POW-->15| *'''Magical''' *'''Critical Decapitation'''}} *'''Critical Decapitation''' On a critical hit, double the damage exceeding the ARM of the model hit. A Model disabled by this attack cannot make a Tough roll. {{Melee Weapon|<!--Name-->Fell Axe|<!--MAT-->7|<!--RNG-->1|<!--POW-->13| *'''Magical''' *'''Shield (+2)'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Front line body blockers with shield guard, Keepers offer a lot of defensive utility as your army advances up the table. Primal Rage combined with Shield Guard can let you get out of activation movement and an attack, often supprising your opponent. <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Spell Ward prevents many buff spells targeting this model. == Synergy == <!-- Which models work well with this? --> *Horrusk's Fate Blessed ability can still affect this model as Fate Blessed is not a spell. *Spells such as Onslaught on Oriax, or rack spells like Carnage and Windstorm can still help this model as they do not target it directly. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} a635ae5a319b1766234f550d5680b6d35bb5f520 Halexus the Warlord 0 102 1364 376 2024-08-14T14:11:13Z Coltain 38 /* Abilities: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Halexus, The Warlord, a soul-starved herald and bloody avatar of the Fellgoeth infernals.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Halexus ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Ghost Shield''': This model gains +1 ARM for each soul token currently on it. <br> '''Side Step''': When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Soul Taker: Body Count''': This model can gain soul tokens. When this model destroys a living enemy model with an attack, this model gains the destroyed model's soul token. This model can have up to three tokens for the following: *'''Soul Powered''': During its Combat action, this model can spend soul tokens to make additionnal melee attacks. It can male one additional attack for each token spent. *'''Soul Transfer''': RNG 5. Target friendly Faction model with a Soul Taker special rule. If the model is in range, remove any number of soul tokens from this model and place them on the target friendly model. *'''Spectral Vortex''': This model an immediatly negate any spell that targets it or a model within 3" of it by spending 1 soul token. The negated spell does not take effect, but its COST remains spent. '''Tough''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. '''Unstoppable''' This model does not have to forfeit its Combat Action when it advanced or is placed out of one or more enemy models' melee ranges during its Normal Movement. ===Weapons=== {{Melee Weapon|<!--Name-->Deathgorger|<!--MAT-->8|<!--RNG-->2|<!--POW-->14| *'''Weapon Master''' *'''Magical''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 5fe9eedb4607acdd1efc3018d1be7e9089243f0c 1365 1364 2024-08-14T14:14:55Z Coltain 38 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Halexus, The Warlord, a soul-starved herald and bloody avatar of the Fellgoeth infernals.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Halexus ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Ghost Shield''': This model gains +1 ARM for each soul token currently on it. <br> '''Side Step''': When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Soul Taker: Body Count''': This model can gain soul tokens. When this model destroys a living enemy model with an attack, this model gains the destroyed model's soul token. This model can have up to three tokens for the following: *'''Soul Powered''': During its Combat action, this model can spend soul tokens to make additionnal melee attacks. It can male one additional attack for each token spent. *'''Soul Transfer''': RNG 5. Target friendly Faction model with a Soul Taker special rule. If the model is in range, remove any number of soul tokens from this model and place them on the target friendly model. *'''Spectral Vortex''': This model an immediatly negate any spell that targets it or a model within 3" of it by spending 1 soul token. The negated spell does not take effect, but its COST remains spent. '''Tough''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. '''Unstoppable''' This model does not have to forfeit its Combat Action when it advanced or is placed out of one or more enemy models' melee ranges during its Normal Movement. ===Weapons=== {{Melee Weapon|<!--Name-->Deathgorger|<!--MAT-->8|<!--RNG-->2|<!--POW-->14| *'''Weapon Master''' *'''Magical''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Like the Ghrotten Champion, Halexus is a great infantry clearer, however he brings a lot more utility to the table. Side Step and Berzerk allow him to dig deep into enemy lines and kill a lot of models in a single activation. Soul-Powered allows Halexus to buy more attacks should he miss an attack ending his Berzerk attack chain. Spectral Vortex should not be underated, it offers great utility to protect both him and other models in your army. <!-- How do they do it, what do they excel at?--> *Halexus does not have Spell Ward, meaning he can be targeted by both friendly buffs and enemy spells. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 0fd5008c110c2a4c77d5269c2592ea174d4428bb 1366 1365 2024-08-14T14:15:35Z Coltain 38 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Halexus, The Warlord, a soul-starved herald and bloody avatar of the Fellgoeth infernals.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Halexus ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Ghost Shield''': This model gains +1 ARM for each soul token currently on it. <br> '''Side Step''': When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Soul Taker: Body Count''': This model can gain soul tokens. When this model destroys a living enemy model with an attack, this model gains the destroyed model's soul token. This model can have up to three tokens for the following: *'''Soul Powered''': During its Combat action, this model can spend soul tokens to make additionnal melee attacks. It can male one additional attack for each token spent. *'''Soul Transfer''': RNG 5. Target friendly Faction model with a Soul Taker special rule. If the model is in range, remove any number of soul tokens from this model and place them on the target friendly model. *'''Spectral Vortex''': This model an immediatly negate any spell that targets it or a model within 3" of it by spending 1 soul token. The negated spell does not take effect, but its COST remains spent. '''Tough''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. '''Unstoppable''' This model does not have to forfeit its Combat Action when it advanced or is placed out of one or more enemy models' melee ranges during its Normal Movement. ===Weapons=== {{Melee Weapon|<!--Name-->Deathgorger|<!--MAT-->8|<!--RNG-->2|<!--POW-->14| *'''Weapon Master''' *'''Magical''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Like the Ghrotten Champion, Halexus is a great infantry clearer, however he brings a lot more utility to the table. Side Step and Berzerk allow him to dig deep into enemy lines and kill a lot of models in a single activation. Soul-Powered allows Halexus to buy more attacks should he miss an attack ending his Berzerk attack chain. Spectral Vortex should not be underated, it offers great utility to protect both him and other models in your army. <!-- How do they do it, what do they excel at?--> *Halexus does not have Spell Ward, meaning he can be targeted by both friendly buffs and enemy spells. Silence of Death is a great buff spell to give Halexus. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 03af219b7f587eca6f2d8db9e390ca787d75d6ba 1367 1366 2024-08-14T14:16:23Z Coltain 38 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Halexus, The Warlord, a soul-starved herald and bloody avatar of the Fellgoeth infernals.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Halexus ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Ghost Shield''': This model gains +1 ARM for each soul token currently on it. <br> '''Side Step''': When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Soul Taker: Body Count''': This model can gain soul tokens. When this model destroys a living enemy model with an attack, this model gains the destroyed model's soul token. This model can have up to three tokens for the following: *'''Soul Powered''': During its Combat action, this model can spend soul tokens to make additionnal melee attacks. It can male one additional attack for each token spent. *'''Soul Transfer''': RNG 5. Target friendly Faction model with a Soul Taker special rule. If the model is in range, remove any number of soul tokens from this model and place them on the target friendly model. *'''Spectral Vortex''': This model an immediatly negate any spell that targets it or a model within 3" of it by spending 1 soul token. The negated spell does not take effect, but its COST remains spent. '''Tough''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. '''Unstoppable''' This model does not have to forfeit its Combat Action when it advanced or is placed out of one or more enemy models' melee ranges during its Normal Movement. ===Weapons=== {{Melee Weapon|<!--Name-->Deathgorger|<!--MAT-->8|<!--RNG-->2|<!--POW-->14| *'''Weapon Master''' *'''Magical''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Like the Ghrotten Champion, Halexus is a great infantry clearer, however he brings a lot more utility to the table. Side Step and Berzerk allow him to dig deep into enemy lines and kill a lot of models in a single activation. Soul-Powered allows Halexus to buy more attacks should he miss an attack ending his Berzerk attack chain. Spectral Vortex should not be underated, it offers great utility to protect both him and other models in your army. <!-- How do they do it, what do they excel at?--> *Halexus does not have Spell Ward, meaning he can be targeted by both friendly buffs and enemy spells. Silence of Death is a great buff spell to give Halexus. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Playing into an enemy army that does not generate souls when killed stop Halexus from reaching his full potential. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} ab6ad114e00acb426ab99585cf8781b5549835a1 1368 1367 2024-08-14T17:27:52Z Coltain 38 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Solos]]'''</span> ''Halexus, The Warlord, a soul-starved herald and bloody avatar of the Fellgoeth infernals.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Halexus ''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 8 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--HP--> 8 |} ===Abilities:=== '''Berserk''': When this models one or more models with a melee attack during its combat action, immediatly after the attack against another model in its melee range, regardless of whether that model is a friendly model or an ennemy model <br> '''Ghost Shield''': This model gains +1 ARM for each soul token currently on it. <br> '''Side Step''': When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.<br> '''Soul Taker: Body Count''': This model can gain soul tokens. When this model destroys a living enemy model with an attack, this model gains the destroyed model's soul token. This model can have up to three tokens for the following: *'''Soul Powered''': During its Combat action, this model can spend soul tokens to make additionnal melee attacks. It can male one additional attack for each token spent. *'''Soul Transfer''': RNG 5. Target friendly Faction model with a Soul Taker special rule. If the model is in range, remove any number of soul tokens from this model and place them on the target friendly model. *'''Spectral Vortex''': This model an immediatly negate any spell that targets it or a model within 3" of it by spending 1 soul token. The negated spell does not take effect, but its COST remains spent. '''Tough''' When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. while knocked down, this model loses Tough. '''Unstoppable''' This model does not have to forfeit its Combat Action when it advanced or is placed out of one or more enemy models' melee ranges during its Normal Movement. ===Weapons=== {{Melee Weapon|<!--Name-->Deathgorger|<!--MAT-->8|<!--RNG-->2|<!--POW-->14| *'''Weapon Master''' *'''Magical''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Like the Ghrotten Champion, Halexus is a great infantry clearer, however he brings a lot more utility to the table. Side Step and Berzerk allow him to dig deep into enemy lines and kill a lot of models in a single activation. Soul-Powered allows Halexus to buy more attacks should he miss an attack ending his Berzerk attack chain. Spectral Vortex should not be underated, it offers great utility to protect both him and other models in your army. <!-- How do they do it, what do they excel at?--> *Halexus does not have Spell Ward, meaning he can be targeted by both friendly buffs and enemy spells. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> Playing into an enemy army that does not generate souls when killed stop Halexus from reaching his full potential. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} ac69b27c3b483525fd245ea4debcf803c7774136 File:Cygnar-Lieutenant Sara Brisbane.webp 6 428 1369 2024-08-15T05:11:52Z EchoStrike11 36 Currently only showing as part of the Auxiliary Expansion. No separate picture on SFG's site. wikitext text/x-wiki == Summary == Currently only showing as part of the Auxiliary Expansion. No separate picture on SFG's site. c6350f1d4401d5b7ab9ae67e6c6e881b3e443e8b Template:Swift Hunter 10 308 1370 1006 2024-08-15T06:01:25Z EchoStrike11 36 wikitext text/x-wiki '''Swift Hunter''' - When this model destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2". 1b532a9a0bc923ef8175077235f1731f70bd4329 Lieutenant Sara Brisbane 0 429 1371 2024-08-15T06:22:48Z EchoStrike11 36 Created page with "[[Category: Storm Legion warrior]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> [[File:Cygnar-Lieutenant_Sara_Brisbane.webp|thumb|right]] ''Model Description Placeholder'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! sty..." wikitext text/x-wiki [[Category: Storm Legion warrior]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Solo]]'''</span> [[File:Cygnar-Lieutenant_Sara_Brisbane.webp|thumb|right]] ''Model Description Placeholder'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | '''Sara Brisbane 1''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 5 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 15 || <!--Arc--> 4 || <!--Ctrl--> 8|| <!--HP--> 5 |} 4 pts ===Abilities:=== * '''Resistance: Electricity''' * '''Field Marshal [Swift Hunter]''' - Cohort models in this model's battlegroup gain Swift Hunter. * {{Journeyman Warcaster}} * {{Set Defense}} * {{Swift Hunter}} ===Weapons=== {{Ranged Weapon|Energy Bolt|<!--RAT-->6|<!--RNG-->10|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * {{Damage Type:Electricity}} * {{Electro Leap}} }} {{Melee Weapon|Galvanic Spear|<!--MAT-->5|<!--RNG-->2|<!--POW-->12| * {{Electro Leap}} }} ===Spells=== {{Fail-Safe}} {{Open Fire}} == Role and strengths == A journeyman warcaster who can run 'jacks, provide extra focus, and cast spells. == Downsides == * She's not particularly hard to kill, and if she dies, her 'jacks go inert. * An 8" control range isn't terrible, but it can force her dangerously close to the action. * If things get desperate, her MAT is...not good. == Synergy == * Fail-Safe is great and can go on any friendly Faction warjack, not just Brisbane's battlegroup. * Open Fire on the other hand, only targets the 'jack(s) that Brisbane is controlling. * Ranged options are safest on both the [[Stryker]] and the [[Courser]]. ** The further her 'jacks can stay from the enemy the further away she can stay too. * The [[Courser]] is also less points to lose if Brisbane gets sniped. == Tricks == * Swift Hunter can provide some handy extra movement after she or her battlegroup kill things. ** However, beware of getting caught out if your attack fails. {{Storm Legion Footer}} 9e6aac9eed6a9e9810fa4ef770a0f41ae25dd3e3 Stryker 0 358 1372 1300 2024-08-15T06:30:45Z EchoStrike11 36 wikitext text/x-wiki [[Category: Heavy Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Heavy Warjack]]'''</span> [[File:Cygnar-Stryker_Warjack.webp|thumb|right]] ''The first wholly galvanic warjack to enter mass production in the service of the armies of Cygnar, the Stryker is powered not by a coal-fueled steam engine but by a mechanikal storm chamber. With access to an arsenal of devastating weapons, the Stryker is more than capable of delivering a swift reckoning to any opposition that is unfortunate enough to step into its path.'' == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Stryker ''' || 6 || - || 7 || 6 || 12 || 18 || 30 |} 11-18 points ===Abilities=== * {{Heavy Warjack}} * [[Dual Attack]] * {{Accumulator|Storm Legion warrior}} ===Weapon options=== ====Left Arms==== '''Power Fist:''' {| class="wikitable" |{{Melee Weapon|Power Fist |7|1|14| * Open Fist}} |- | {{Ranged Weapon|Repulsor Blast|10|1|1|-|12| * [[Pistol]] * Damage type: Electricity. * {{Beat Back}} }} |} {{Ranged Weapon| Heavy Mag-Bolter |6|14|1|-|8| * {{Armor-Piercing}} }} {{Melee Weapon|Galvanic Shield |7|1|13| * Shield * {{Focus-Charged: Polarity Field}} }} {{Ranged Weapon| Stormblazer Cannon |6|10|1|-|14| * Damage type: Electricity. * Galvanic Blast Field }} ====Right Arms==== {{Ranged Weapon| Electro Bombard |6|14|1|2|15/10| * Damage type: Electricity. * {{Arcing Fire}} }} {{Melee Weapon|Voltaic Halberd |7|2|17| * {{Electro Leap}} * {{Powerful Charge}} * {{Set Defense}} }} {{Melee Weapon|Voltaic Hammer |7|1|18| * {{Critical Smite}} * Tremor (Star Attack) }} '''Voltaic Javelin:''' {| class="wikitable" |{{Melee Weapon|Javelin|7|2|15| }} |- | {{Ranged Weapon|Voltaic Javelin|6|10|1|-|15| * [[Pistol]] * {{Direct Current}} * {{Reload|1}} }} |} ====Heads==== * Granted: {{Arcane Precision}} * Granted: {{Overtake}} * Granted: {{Plasma Nimbus}}, '''Resistance: Electricity''' * Granted: {{Relentless Charge}} == Role and strengths == First of all, what do you want the Stryker to do? ===Melee=== * The halberd and hammer are your top drawer damage dealers. ** The hammer lacks melee range, so you may want to favour [[Major Anson Wolfe]] for Lightning Tendrils. * The Power Fist is the highest POW left arm, and even comes with a gun thrown in. * Of course, going full melee puts a big target on it. Opting for a shield keeps it more survivable and Polarity Shield is situationally useful. ** Add additional DEF or ARM buffs from either the rack or [[Lieutenant Sara Brisbane]] if you ''really'' want it to get there. * The choice of head leans towards Relentless Charge or sometimes Overtake. ===Combined Arms=== This is generally Cygnar's thing - Try to do everything and do it reasonably well. * For guns that mean business, the Mag-Bolter is the obvious choice. * Pair up with the hammer or halberd. * Taking the Electro Bombard, which synergises with [[Ionization]], can be a trap since it prevents you from taking a high POW melee weapon, so make sure you have suitable damage dealers in your list. * An intriguing choice is the javelin with the power fist - that's ''four'' initial attacks, but does push the build towards killing light warjacks or heavy infantry. * Heads lean according to preference - Relentless Charge is never bad, and the cheapest. Arcane precision may suit certain army builds. ===Ranged=== Obviously, take guns. Just remember that any weapon without pistol means that in melee, it won't do much. The challenge with this sort of build is that 3 focus does not support two fully boosted gun shots. You will have to prioritise based on which weapon will do more damage. * Mag-Bolter and Electro Bombard - The long range, high POW choice. * You could switch the Bombard to a Stormblazer cannon, but then you have a huge range mismatch. ** You ''could'' pair the Stormblazer cannon with the Voltaic Javelin, but Cygnar does not typically struggle to kill infantry, and that's generally not a great use of a heavy warjack. * For the head, Arcane Precision would be the best choice. == Downsides == * Since it's a Cygnar heavy warjack, it has quite middling defensive stats. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It's one of the few Storm Legion models that is '''not''' resistant to electrical attacks. Keep spells like [[Lightning Tendrils]] and [[Electrify]] or the Plasma Nimbus head in mind if your Stryker is likely be getting close to models with Electro Leap or Lightning Generator. * When it comes to combined arms Strykers, it's far easier to achieve that with a Mag-Bolter compared to an Electro Bombard. The right arm choices have two high POW melee weapons, the left arm has none. Taking the Electro Bombard as your principal gun means you have to get those high POW melee weapons like the Voltaic Halberd or Hammer from another model. ** Taking the high POW guns will harm their melee output since the lack of Pistol means their chances of hitting with it are low. * Its highest POW is 18 in melee. Although respectable, it's not reliable when trying to kill another heavy in one round. That does mean that most casters want to take [[Electrify]] since only [[Major Anson Wolfe|Wolfe]] and [[Major Allister Caine]] have their own damage buffs. [[Captain Raef Huxley]] helps out through [[Full Throttle]] since getting a free charge can be turned into an additional attack. == Synergy == * [[Lieutenant Sara Brisbane]] can take one. It's safer for her to take ranged weapon options. == Tricks == {{Storm Legion Footer}} d8dd56981e418619d4a5052ebd2465897f835ebd Orgoth Sea Raiders 0 40 1374 973 2024-08-15T12:13:46Z Coltain 38 wikitext text/x-wiki == Why Play Orgoth Sea Raiders == Orgoth is a faction that defines itself by its ability to narrow the length of the board and make engagements happen on their terms. More than a few models have the ability to drag your opponent across the table into your lines, poor positioning on your opponents side can very rapidly be exploited for what feels like free points, punishing your opponent for not getting up the board to mix it up in melee with you. Our casters are generally active, and usually want to be sitting just behind the front lines to maximize the effect they have on the board. In essence, Orgoth must rely on its ability to apply layers of buffs to a situation in order to achieve victory. Whether it be offensive or defensive, a crafty Orgoth player needs to know what numbers to change in order to achieve victory and send their opponent screaming to the halls of the Felgoeth. Some of Orgoth's Main features include: * '''Powerful Jack Choices''' - The Jackal and Tyrant each have amazing weapons and profiles. Where jackals are cheap, light, and often annoying melee presences or mobile arc nodes, Tyrants are absolute monsters capable of easily trading out with other heavies and sticking around afterward, or taking some ranged options and chewing through enemies from afar. * '''Outstanding Problem Solving Tools''' - Orgoth have a lot of great tools for getting around some of the more prevalent defensive tech in the game. Innate high armor swings with damage upkeeps, the ability to ignore tough with Entropic Force effects from Butcher or Maulgreth, or racking Silence of Death. Blessed weapons are relatively prevalent to deal with armor spells on your opponents side. * '''Threat Saturation''' - Many things in Orgoth are dangerous for your opponent have around on the board for an extended period of time. From berserker solos and units that can wipe out entire units even after taking some hits to Tyrants and Ghrotten that can take way more effort than your opponent is willing to dedicate to take out. Many of our threats have ways of moving closer and shortening the distance once damaged, making sure to get a counter hit in next turn should they survive. With the right offensive application, almost anything is a threat to your opponents key pieces. == Lore == Fearsome invaders from across the sea, the Orgoth have invaded the Iron Kingdoms twice. Their first invasion saw the Iron Kingdoms subjucated and elsaved under their iron shod heel for 600 years. The Orgoth occupation was only ended with the emmergence of human warcasters and the creation of the first collosals. With the new found might of warcasters and warjacks the Iron Kingdom threw out the Orgoth occupiers leaving only strange ruins and cursed relics behind. Gone for more than 600 years the Orgoths second invasion has now come. Returning with new weapons of war, their own Blaze powered Warjacks and freakish monstrocities, the Orgoth mean to conqour the Irong Kingdoms again. This time forever. == Which Caster is for me? == === [[Horruskh, The Thousand Wraths]] === Horruskh is a caster of many strengths. His own personal melee threat lets him take up ground and stare down the opposing lines. His feat can make your army feel nigh unkillable for a turn with increasing armor by 3 and preventing your army from being knocked down, as well as making tough checks easier to pass. His ability "Fate-Blessed" allows you to spend focus to reroll dice within his control range which can shore up some bad rolls. A caster that can either win the game decisively on scenario or play the long attrition game, putting in a fair amount of personal work, Horruskh rewards players that measure their resources well and position carefully. Is a fantastic starting point and introduction to the Faction's main game plan, but will have you missing Fate-Blessed when you do switch up your leader choice. === [[Kishtaar, The Howling Silence]] === Kishtaar likes her battlegroup, and likes guns. Can start the attrition game off well with a devastating feat turn that can pick up two heavies worth of points if your opponent isn't careful, and has the ability to assassinate most leaders that aren't camping at least 2 of their respective resources. Can run pretty hot as she has multiple uses for her whole stack of focus every turn, . Can't always do much for things that aren't in her battlegroup, so wants to bring things that can mostly deliver themselves. Her gameplan is pretty straightforward, usually involving shooting your opponent from outside effective retaliation range and maintaining enough presence on scenario elements to not get shut out while continuing to do work. Can prove frustrating to new players, as she can be incredibly punishing if positioned wrong or if your target acquisition is a little off. === [[Oriax, the Soul Slaver]] === Oriax is a trickster caster, with star crossed being a mathematical nightmare for your opponent, and one of the best defensive spells in the game. Can slightly extend his armies threat with Gate of Worlds and generally being highly effective into armies that bring a lot of living warrior models or that don't have that much hit fixing. Also has a non-trivial assassination run with turning himself incorporeal and charging someone's caster to teleport them within range of a couple of your heavies should things get dire late game. Is a bit of a fragile caster at 15/15 but more than makes up for it by making the army in front him uncomfortable to remove for all but the most accurate armies. Can be difficult to pilot given the armies anti-synergy with providing souls to Oriax on top of being a relatively high complexity caster, but once learned is a terrifying list to stare down. === [[Orsus the Betrayed]] === Orsus is a brutal instrument. While a beast of a melee presence in his own right, he also offers potent support tools in the form of Hand of Destruction to enhance the output of his battlegroup and Hunter's Mark to provide a universal threat extension to his army. While only being able to rack 1 spell is a little rough, and the inability to cast Carnage and Windstorm may land him in a more niche position in a pairing, he can still help his army perform in ways other casters in faction may have difficulty with. His feat provides a solid opportunity to get around any of an opponents tech like Tough, healing, and preventing jacks or beasts from healing crippled systems or aspects the next turn, providing a much less efficient counter punch for your opponent. Berserk and Blood-Quenched provide a hefty defensive buff to him if he can get stuck in the right place, and at Mat 9 Pow 16 base there's not much that he can't kill. Can possibly be a good starting point to the faction, will require more testing. === [[Sabbreth, The Eternal Annihlation]] === Sabbreth is a young Orgoth warlord with a lot to prove, and sometimes needs to take big risks in order to achieve her gameplan. Her signature spell Perdition accelerates her battlegroup to obscene ranges, which will make your opponent think twice about putting their prized warjack or warbeast forward. Being one of the two casters with an intrinsic damage buff in Crippling Grasp, she has a lot of extra damage to throw around in any given turn. Both Perdition and Crippling Grasp are offensive spells, so she'll need an arc node if she wants to be safe after spending the focus she'll need to cast them and make sure they go off. Berserk Jackals turn into infantry mulchers with her Field Marshall overtake giving movement every time they kill a model. Her Feat lets her cast every single spell on her card once for free, letting you cycle all your buffs and produce major value for your turn if you plan it all correctly. She is one of our casters with a higher skill floor, as she can only do so much on any turn besides her feat, and needs to have a backup should Perdition fail. {{Orgoth Sea Raiders Footer}} 96f586a2afc529762d1f43c209659458fbb9a8d6 Arkanists 0 188 1375 861 2024-08-15T16:34:42Z EchoStrike11 36 wikitext text/x-wiki = Winter Korps Infantry = <span style="font-size: 1.2em;">'''[[Khador]] [[Winter Korps]] [[Unit]]'''</span> [[File:Arkanists.webp|thumb|right]] ''Following revelations shared by the Order of Illumination of widespread infernal corruption and treachery throughout the Greylords Covenant, the organization was summarily disbanded by imperial edict in 618 AR, and the majority of its membership was sentenced to prison or death. Those spared such punishment were tasked with rebuilding the arcane assets of the empire. With so many Khadoran citizens blessed with Gift of Magic now either confined or facing imminent execution, Khador’s surviving arcane practitioners sought to create new tools to allow even the uninitiated to work simple arcane formulae. Thus, the Arkanists of the Winter Korps were born. Equipped with experimental arcane apparatuses that enable the working of rote arcane effects but are unfortunately somewhat prone to catastrophic failure of the most volatile nature, the Arkanists were instituted as a measure of last resort.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Arkanists''' || 6 || 5 || - || - || 13 || 13 || 1 |} 3 grunts for 4pts ===Abilities:=== * '''Magic Ability''' **'''Arcane Reinforcement (*Action)''' Rng 5. Target friendly Faction warjack. If the target warjack is in range, its weapons gain Damage Type: Magical. Arcane Reinforcement lasts for one turn. **'''Empower (*Action)''' RNG 6. Target friendly Faction warjack. If the target warjack is in range, and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. **'''Razor Wind (*Attack)''' Razor Wind is a RNG SP10, POW12 arcane attack. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged. ===Weapons=== Unarmed == Role and strengths == Warjack focus batteries to minimise your warcaster needing to allocate: you will probably take 1 in every list to power your first warjack, and consider another when you get to 3 or more warjacks. * One unit plus power up can almost fully charge 2 warjacks. A warjack with a single shot gun (eg Heavy Cannon) only needs 2 focus most turns: one arkanist grunt plus power up. * Arcane Reinforcement is a good backup for dealing with incorporeal or other effects that demand magic such as Wind Weaver on [[Storm Vanes]]. * Razor Wind is one of the best offensive spells on a support unit. == Downsides == * Fragile * No weapons, only Razor wind to attack which is a good spell but AAT 5 is inaccurate. * Models only armed with offensive spells have no way to ignore 'in melee' accuracy penalty. * Getting more than 1 starts to feel like overpaying for support. You often don't need to go 'all in' with every warjack, so can skimp a little. == Synergy == * Warjacks everywhere love them for empower. * [[Baranova]]’s Invocations of Wrath can help fix their Razor Wind accuracy, and she also benefits from Long Shadows to gain focus if Arkanists kill anything. Can be an ok backup plan if overwhelmed by weak infantry. * [[Savaryn]]'s Kill Order makes their sprays very potent at effectively AAT 7 POW 14. * [[Borisyuk]] frees up focus for him to use on more shots for himself == Tricks == * AAT 5 is inaccurate, but that can be overcome by hitting multiple targets. Enemy infantry will typically clump up after the first engagement when they have attacked your frontline. An Arkanist that overlaps 1 target is likely to kill nothing, while an Arkanist spraying 3 models is extremely likely to make a kill. * Just because your odds are bad doesn't mean you should decline a spray when relevant. Take the shot - maybe it pays off. {{Winter Korps Footer}} 1f3d0bdc6d76491de4dce31f64b97d8aaab3380b Kishtaar, The Howling Silence 0 118 1376 1349 2024-08-15T20:43:39Z 2601:988:C200:2EF0:D1E2:6BED:798C:8574 0 /* Kishtaar, The Howling Silence */ wikitext text/x-wiki == Kishtaar, The Howling Silence == The scion of a long line of feral hunters residing along the desolate Orgoth frontier, Kishtaar is a savage, unpredictable warrior who prefers to kill from afar. Forsaking the trackless wastes of those dark borderlands for the blood sports of the Orgoth arenas, Kishtaar made a name for herself taking on all comers, her fearsome death howls serving as her victims’ gateway to the silence of the Outer Abyss. Lacking either political ambition or higher purpose, Kishtaar focuses on the accumulation of souls for her Fellgoeth masters, knowing that one day she will rise from the ashes of eternity like a vengeful hurricane of steel, fire, and death. Born to Terion Jaska Gaargash, of the Path of the Reapoer, Kishtaar is the current ruler of House Gaargash. Holding within her a powerful soul from a legendary Gaargash warrior. However Kishtaar's life began with chaos. The riplung plague was decimating Orgoth civilization at the time of her birth. Slave revolts during this time were common. Even on the outskirts of Brogg Ovak the House of Gaargash was not safe from the instability. A slave revolt soon overthrew House Gaargash, killing most of the line of Gaarash. Kishtaar, however escaped the violence, taken by her mother into the wastes. In the wastes Kishtaar's mother was soon killed by a pack of atrox, scaled carnivores that stalk that land, but not before hiding Kishtaar. The atrox soon found Kishtaar's hiding spot, it was in this moment that the power of Kishtaar's ancient soul awoke with it her warcaster abilities. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kishtaar''' || 6 || 6|| 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== *'''Dual Attack:''' This model can make melee and ranged attacks in the same activation. *'''Field Marshal [Swift Hunter]:''' Cohort models in this model's battlegroup gain Swift Hunter. *'''Gunfighter:''' This model can make a ranged attack while engaged, it does not have to taret the model engaging it with the attack. *'''Hell Marked:''' Models destroyed by attacks made by this model never generate soul tokens. *'''Pathfinder:''' This model treats rough terrain as open terrain. *'''Prowl:''' While this model has concealment, it gains Stealth. *'''Swift Hunter:''' When this model destroys one or more enemy models with a basic ranged attack, immediately affter the attack is resolved it can advance up to 2". ===Weapons=== {{Ranged Weapon|Death Whisperer x2|7|10|1|-|13|*'''Magical''' *'''Critical Fire''' *'''Ricochet'''- When this model directly hits an enemy model with an attack with this weapon, immediately after the attack is resolved this model can make another ranged attack with this weapon targeting another model within 4" of the model originally hit, ignoring LOS and this weapon's RNG. Attacks gained from Ricochet cannot generate additional attacks from Ricochet.}} {{Melee Weapon|Blade Strike x2|6|1|13|* '''Magical''' *'''Critical Fire'''}} === Feat: Pandemonium=== While in Kishtaar's control range, models in her battlegroup gain Reposition [3"]. Additionally, while in Kishtaar's control range models in her battlegroup gain an additional die on attack and damage rolls. Discard the lowest die in each roll. Pandemonium lasts for one turn. (at the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.) === Spells === {{Fire Group}} {{Open Fire}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === *'''Second Sight:''' Gives your army access to Eyeless Sight which allows you to deal with most of the common defense against shooting such as Concealment and Stealth. It also alows you to ignore cloud effects. == Roles and Strengths: == Kishtaar is a damage dealer who specializes in improving the quality of her cohort models, specifically their shooting. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Kishtaar struggles to have enough Focus to do everything she wants every turn. Between casting army buffs like Fire Group and defensive spells like Windstorm Kishtaar often does not have enough focus to boost her attacks, give Focus to her battle group or cast Open Fire. *The extra movement from Swift Hunter is not alway enough to keep her safe if she moves forward to shoot. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} fe3c3b8daca2893d76eefc14ae2a5046be6a142a 1377 1376 2024-08-15T20:44:56Z Coltain 38 wikitext text/x-wiki == Kishtaar, The Howling Silence == The scion of a long line of feral hunters residing along the desolate Orgoth frontier, Kishtaar is a savage, unpredictable warrior who prefers to kill from afar. Forsaking the trackless wastes of those dark borderlands for the blood sports of the Orgoth arenas, Kishtaar made a name for herself taking on all comers, her fearsome death howls serving as her victims’ gateway to the silence of the Outer Abyss. Lacking either political ambition or higher purpose, Kishtaar focuses on the accumulation of souls for her Fellgoeth masters, knowing that one day she will rise from the ashes of eternity like a vengeful hurricane of steel, fire, and death.<br> Born to Terion Jaska Gaargash, of the Path of the Reapoer, Kishtaar is the current ruler of House Gaargash. Holding within her a powerful soul from a legendary Gaargash warrior. However Kishtaar's life began with chaos. The riplung plague was decimating Orgoth civilization at the time of her birth. Slave revolts during this time were common. Even on the outskirts of Brogg Ovak the House of Gaargash was not safe from the instability. A slave revolt soon overthrew House Gaargash, killing most of the line of Gaarash. Kishtaar, however escaped the violence, taken by her mother into the wastes. In the wastes Kishtaar's mother was soon killed by a pack of atrox, scaled carnivores that stalk that land, but not before hiding Kishtaar. The atrox soon found Kishtaar's hiding spot, it was in this moment that the power of Kishtaar's ancient soul awoke with it her warcaster abilities. == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL |- | ''' Kishtaar''' || 6 || 6|| 6 || 7 || 15 || 15 || 6 || 12 |} ===Abilities:=== *'''Dual Attack:''' This model can make melee and ranged attacks in the same activation. *'''Field Marshal [Swift Hunter]:''' Cohort models in this model's battlegroup gain Swift Hunter. *'''Gunfighter:''' This model can make a ranged attack while engaged, it does not have to taret the model engaging it with the attack. *'''Hell Marked:''' Models destroyed by attacks made by this model never generate soul tokens. *'''Pathfinder:''' This model treats rough terrain as open terrain. *'''Prowl:''' While this model has concealment, it gains Stealth. *'''Swift Hunter:''' When this model destroys one or more enemy models with a basic ranged attack, immediately affter the attack is resolved it can advance up to 2". ===Weapons=== {{Ranged Weapon|Death Whisperer x2|7|10|1|-|13|*'''Magical''' *'''Critical Fire''' *'''Ricochet'''- When this model directly hits an enemy model with an attack with this weapon, immediately after the attack is resolved this model can make another ranged attack with this weapon targeting another model within 4" of the model originally hit, ignoring LOS and this weapon's RNG. Attacks gained from Ricochet cannot generate additional attacks from Ricochet.}} {{Melee Weapon|Blade Strike x2|6|1|13|* '''Magical''' *'''Critical Fire'''}} === Feat: Pandemonium=== While in Kishtaar's control range, models in her battlegroup gain Reposition [3"]. Additionally, while in Kishtaar's control range models in her battlegroup gain an additional die on attack and damage rolls. Discard the lowest die in each roll. Pandemonium lasts for one turn. (at the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.) === Spells === {{Fire Group}} {{Open Fire}} Choose 2 rack spells {{Sea Raider Rack List}} === Recommended Rack choices === *'''Second Sight:''' Gives your army access to Eyeless Sight which allows you to deal with most of the common defense against shooting such as Concealment and Stealth. It also alows you to ignore cloud effects. == Roles and Strengths: == Kishtaar is a damage dealer who specializes in improving the quality of her cohort models, specifically their shooting. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Kishtaar struggles to have enough Focus to do everything she wants every turn. Between casting army buffs like Fire Group and defensive spells like Windstorm Kishtaar often does not have enough focus to boost her attacks, give Focus to her battle group or cast Open Fire. *The extra movement from Swift Hunter is not alway enough to keep her safe if she moves forward to shoot. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Orgoth Sea Raiders Footer}} 984240444e9aceeaa4eba6da008aa637b1ea7af9 File:Thexus1.jpg 6 430 1378 2024-08-16T01:03:18Z Gedditoffme 2 wikitext text/x-wiki Exulon fc3a6a6777618de18bb1fb6a4dab223b9e89008a Exulon Thexus 0 431 1379 2024-08-16T01:39:40Z Gedditoffme 2 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Warcaster]]'''</span> <!-- Flavour text from official selling points --> Rising from an endless complex of tunnels beneath the earth, Exulon Thexus leads the armies of the inscrutable cephalyx in their cruel assaults. A master manipulator, this potent warcaster controls the minds and bodies of [its] own troops and the enemy alike. With terrifying precision Exulon Thexus can p..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Warcaster]]'''</span> <!-- Flavour text from official selling points --> Rising from an endless complex of tunnels beneath the earth, Exulon Thexus leads the armies of the inscrutable cephalyx in their cruel assaults. A master manipulator, this potent warcaster controls the minds and bodies of [its] own troops and the enemy alike. With terrifying precision Exulon Thexus can push [its] troops beyond the breaking point and scatter the forces of [its] enemies with the fell power of [its] alien mind. [[File:Thexus1.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Thexus''' || <!--Spd--> 6 || <!--AAT--> 8|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 8 || <!--Ctrl--> 16|| <!--HP--> 17 |} ===Abilities:=== * '''Pathfinder''' * '''Dark Rituals''' - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. * '''Sacrificial Pawn [Monstrosity]''' - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Monstrosity within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. ===Weapons=== {{Melee Weapon|Prosthetic Bladex x2|6|2|12|* '''Bewitch''' - After this attack has been resolved, take control of target living enemy non-Leader warrior model hit by this attack. You can immediately make a full advance with the enemy model followed by a basic attack, then Bewitch expires. A model can be affected by Bewitch only once per turn. *'''Inflict Pain''' - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.}} === Feat: Telekinetic Tide === Push each enemy non-Leader model currently in Thexus' control range 2" in any direction === Spells === <!--Try to set templates for the spells, list them out--> {{Crippling Grasp}} {{Deceleration}} {{Hex Blast}} {{Influence}} {{Revive}} {{Telekinesis}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Exulon Thexus is a magical master of positioning and debuffing opponents for the rest of the army to finish off. Key is his feat and telekinesis, which can nudge threat ranges by 4", cluster opponents up for cephalyx' many sprays, move them away from scenario, or part them to make a line for assassination. * Strong against shooting due to Deceleration. This gives drudges arm 17, Cephalyx arm 15 (5box, stealth) and Monstrosities arm19 against shooting attacks. All of these are starting to hit breakpoints where they're more likely to live than die. * Resilient against assassinations, relative to other 'wizard' casters. If he has a bodyguard monstrosity in backlines he can pawn all shooting off, and 15/16 is a good profile to start with for a backline caser. * Crippling Grasp or Hex Blast channeled through warriors can either drop stats (mainly def and arm) or strip upkeeps (eg arm buffs) to allow other models to kill them. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> Oh man, this guy is nothing but tricks * You can shoot a hex blast at opponents AD: run an AD mind slaver, place drudge forward and TK it should give range to fire a Hex Blast 10" forward. * Influence can be used if opponents have a good weapon: especially those applying debuffs like grievous wounds, rust and the like. It can also cast on incorporeal models (if they have weapons) to attack and clear incorporeal. * When using Dark Rituals, you can either channel through a drudge who is expendable (and can tough), or a Cephalyx who will never die from a single d3 damage (due to 5 hp). * Telekinetic tide has many uses, and can do all of them at the same time to different targets ** Move enemies away from contesting or scoring scenario objectives ** Move them forward to bring into your threat range ** Clump them together for sprays, Mind Bursts or threshers ** Clear a line of models that was blocking a charge or subduer drag to a juicy target ** Move beasts out of control range - potentially making them frenzy if they have fury and starving warlocks of the fury next turn * In a pinch, ET's own melee weapons have Bewitch and Inflict Pain. Targeting a beast, he can add a fury (to increase frenzy risk or max them out to prevent transfers) and move them out of control range / objective. Just hope the beast frenzies away or can be destroyed by something else, because I don't like your chances if it comes back to ET. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * ET goes really well with both [[Carver Ultimus]] and [[Magnus the Unstoppable]]. He is friendly faction to both, so spreads Deceleration to make both attached cohorts arm24 to shooting. Telekinesis can work on either to threat further, as can Telekinetic tide on enemies. Crippling Grasp helps both, though the Pig's multiple shots take debuffs really well. In duelling enemy Pigs, a swarm of [[Cephalyx Mind Slaver & Drudges]] with shield guards can't hurt either. * [[Cephalyx Dominator]] with Steelhead or [[Horgenhold Artillery Corps| Horgenhold]] Artillery make good use of Crippling Grasp, and telekinesis to get in range and aim. [[Steelhead Mortar Crew]] apply crater (-2 speed) from extreme range, which adds to ET's ability to control the enemy. * [[Cephalyx Mind Bender & Drudges]] appreciate Telekinetic tide to cluster enemy infantry, likely getting a whole unit in a 2" bubble, letting a drudge slip in and be Mind Burst (Pow12 on all within 2"). The Psychic Assault (also on [[Cephalyx Overlords]] and [[Doctor Stygius]] can also benefit from moving enemies into a line. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> : Exulon Thexus :10 Subduer :12 Wrecker :20 Carver Ultimus :: War Boar MMD47 :2 Cephalyx Agitator 1 :2 Cephalyx Agitator 2 :3 Doctor Stygius :2 Machine Wraith :6 Cephalyx Dominator & Steelhead Mortar Crew 1 :6 Cephalyx Dominator & Steelhead Mortar Crew 2 :6 Cephalyx Mind Bender & Drudges 1 :6 Cephalyx Mind Bender & Drudges 2 :6 Cephalyx Mind Bender & Drudges 3 :6 Cephalyx Mind Slaver & Drudges 1 :6 Cephalyx Mind Slaver & Drudges 2 :6 Cephalyx Mind Slaver & Drudges 3 : Defenses :: DEFENSE 1 - Barrier :: DEFENSE 1 - Barrier :: DEFENSE 1 - Spike Trap :PC COMMAND CARD :: Blessing of the Gods :: Careful Reconnaissance :: Defenses :: Hit & Run ::1 Savagery :TOTAL POINTS 100/100 == Battle Reports == == Lore and Trivia == {{Winter Korps Footer}} d5b91815a9346507023b22378b10b840465c5a71 1381 1379 2024-08-16T01:41:32Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Warcaster]]'''</span><BR> <!-- Flavour text from official selling points --> Rising from an endless complex of tunnels beneath the earth, Exulon Thexus leads the armies of the inscrutable cephalyx in their cruel assaults. A master manipulator, this potent warcaster controls the minds and bodies of [its] own troops and the enemy alike. With terrifying precision Exulon Thexus can push [its] troops beyond the breaking point and scatter the forces of [its] enemies with the fell power of [its] alien mind. [[File:Thexus1.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Thexus''' || <!--Spd--> 6 || <!--AAT--> 8|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 8 || <!--Ctrl--> 16|| <!--HP--> 17 |} ===Abilities:=== * '''Pathfinder''' * '''Dark Rituals''' - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. * '''Sacrificial Pawn [Monstrosity]''' - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Monstrosity within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. ===Weapons=== {{Melee Weapon|Prosthetic Bladex x2|6|2|12|* '''Bewitch''' - After this attack has been resolved, take control of target living enemy non-Leader warrior model hit by this attack. You can immediately make a full advance with the enemy model followed by a basic attack, then Bewitch expires. A model can be affected by Bewitch only once per turn. *'''Inflict Pain''' - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.}} === Feat: Telekinetic Tide === Push each enemy non-Leader model currently in Thexus' control range 2" in any direction === Spells === <!--Try to set templates for the spells, list them out--> {{Crippling Grasp}} {{Deceleration}} {{Hex Blast}} {{Influence}} {{Revive}} {{Telekinesis}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Exulon Thexus is a magical master of positioning and debuffing opponents for the rest of the army to finish off. Key is his feat and telekinesis, which can nudge threat ranges by 4", cluster opponents up for cephalyx' many sprays, move them away from scenario, or part them to make a line for assassination. * Strong against shooting due to Deceleration. This gives drudges arm 17, Cephalyx arm 15 (5box, stealth) and Monstrosities arm19 against shooting attacks. All of these are starting to hit breakpoints where they're more likely to live than die. * Resilient against assassinations, relative to other 'wizard' casters. If he has a bodyguard monstrosity in backlines he can pawn all shooting off, and 15/16 is a good profile to start with for a backline caser. * Crippling Grasp or Hex Blast channeled through warriors can either drop stats (mainly def and arm) or strip upkeeps (eg arm buffs) to allow other models to kill them. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> Oh man, this guy is nothing but tricks * You can shoot a hex blast at opponents AD: run an AD mind slaver, place drudge forward and TK it should give range to fire a Hex Blast 10" forward. * Influence can be used if opponents have a good weapon: especially those applying debuffs like grievous wounds, rust and the like. It can also cast on incorporeal models (if they have weapons) to attack and clear incorporeal. * When using Dark Rituals, you can either channel through a drudge who is expendable (and can tough), or a Cephalyx who will never die from a single d3 damage (due to 5 hp). * Telekinetic tide has many uses, and can do all of them at the same time to different targets ** Move enemies away from contesting or scoring scenario objectives ** Move them forward to bring into your threat range ** Clump them together for sprays, Mind Bursts or threshers ** Clear a line of models that was blocking a charge or subduer drag to a juicy target ** Move beasts out of control range - potentially making them frenzy if they have fury and starving warlocks of the fury next turn * In a pinch, ET's own melee weapons have Bewitch and Inflict Pain. Targeting a beast, he can add a fury (to increase frenzy risk or max them out to prevent transfers) and move them out of control range / objective. Just hope the beast frenzies away or can be destroyed by something else, because I don't like your chances if it comes back to ET. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * ET goes really well with both [[Carver Ultimus]] and [[Magnus the Unstoppable]]. He is friendly faction to both, so spreads Deceleration to make both attached cohorts arm24 to shooting. Telekinesis can work on either to threat further, as can Telekinetic tide on enemies. Crippling Grasp helps both, though the Pig's multiple shots take debuffs really well. In duelling enemy Pigs, a swarm of [[Cephalyx Mind Slaver & Drudges]] with shield guards can't hurt either. * [[Cephalyx Dominator]] with Steelhead or [[Horgenhold Artillery Corps| Horgenhold]] Artillery make good use of Crippling Grasp, and telekinesis to get in range and aim. [[Steelhead Mortar Crew]] apply crater (-2 speed) from extreme range, which adds to ET's ability to control the enemy. * [[Cephalyx Mind Bender & Drudges]] appreciate Telekinetic tide to cluster enemy infantry, likely getting a whole unit in a 2" bubble, letting a drudge slip in and be Mind Burst (Pow12 on all within 2"). The Psychic Assault (also on [[Cephalyx Overlords]] and [[Doctor Stygius]] can also benefit from moving enemies into a line. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> : Exulon Thexus :10 Subduer :12 Wrecker :20 Carver Ultimus :: War Boar MMD47 :2 Cephalyx Agitator 1 :2 Cephalyx Agitator 2 :3 Doctor Stygius :2 Machine Wraith :6 Cephalyx Dominator & Steelhead Mortar Crew 1 :6 Cephalyx Dominator & Steelhead Mortar Crew 2 :6 Cephalyx Mind Bender & Drudges 1 :6 Cephalyx Mind Bender & Drudges 2 :6 Cephalyx Mind Bender & Drudges 3 :6 Cephalyx Mind Slaver & Drudges 1 :6 Cephalyx Mind Slaver & Drudges 2 :6 Cephalyx Mind Slaver & Drudges 3 : Defenses :: DEFENSE 1 - Barrier :: DEFENSE 1 - Barrier :: DEFENSE 1 - Spike Trap :PC COMMAND CARD :: Blessing of the Gods :: Careful Reconnaissance :: Defenses :: Hit & Run ::1 Savagery :TOTAL POINTS 100/100 == Battle Reports == == Lore and Trivia == {{Dark Operations Footer}} 027490962b49737ee4217e154fd612e246473f5a 1391 1381 2024-08-16T03:08:19Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Warcaster]]'''</span><BR> <!-- Flavour text from official selling points --> Rising from an endless complex of tunnels beneath the earth, Exulon Thexus leads the armies of the inscrutable cephalyx in their cruel assaults. A master manipulator, this potent warcaster controls the minds and bodies of [its] own troops and the enemy alike. With terrifying precision Exulon Thexus can push [its] troops beyond the breaking point and scatter the forces of [its] enemies with the fell power of [its] alien mind. [[File:Thexus1.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Thexus''' || <!--Spd--> 6 || <!--AAT--> 8|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 8 || <!--Ctrl--> 16|| <!--HP--> 17 |} ===Abilities:=== * '''Pathfinder''' * '''Dark Rituals''' - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. * '''Sacrificial Pawn [Monstrosity]''' - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Monstrosity within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. ===Weapons=== {{Melee Weapon|Prosthetic Bladex x2|6|2|12|* '''Bewitch''' - After this attack has been resolved, take control of target living enemy non-Leader warrior model hit by this attack. You can immediately make a full advance with the enemy model followed by a basic attack, then Bewitch expires. A model can be affected by Bewitch only once per turn. *'''Inflict Pain''' - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.}} === Feat: Telekinetic Tide === Push each enemy non-Leader model currently in Thexus' control range 2" in any direction === Spells === <!--Try to set templates for the spells, list them out--> {{Crippling Grasp}} {{Deceleration}} {{Hex Blast}} {{Influence}} {{Revive}} {{Telekinesis}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Exulon Thexus is a magical master of positioning and debuffing opponents for the rest of the army to finish off. Key is his feat and telekinesis, which can nudge threat ranges by 4", cluster opponents up for cephalyx' many sprays, move them away from scenario, or part them to make a line for assassination. * Strong against shooting due to Deceleration. This gives drudges arm 17, Cephalyx arm 15 (5box, stealth) and Monstrosities arm19 against shooting attacks. All of these are starting to hit breakpoints where they're more likely to live than die. * Resilient against assassinations, relative to other 'wizard' casters. If he has a bodyguard monstrosity in backlines he can pawn all shooting off, and 15/16 is a good profile to start with for a backline caser. * Crippling Grasp or Hex Blast channeled through warriors can either drop stats (mainly def and arm) or strip upkeeps (eg arm buffs) to allow other models to kill them. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * After using his feat, he can struggle with attrition, as generally cephalyx lose pieces quickly once lines close. It is common to get 3+ points up on scenario then slowly lose it over the long term. == Tricks: == <!-- dot point list of cool plays and combos--> Oh man, this guy is nothing but tricks * You can shoot a hex blast at opponents AD: run an AD mind slaver, place drudge forward and TK it should give range to fire a Hex Blast 10" forward. * Influence can be used if opponents have a good weapon: especially those applying debuffs like grievous wounds, rust and the like. It can also cast on incorporeal models (if they have weapons) to attack and clear incorporeal. * When using Dark Rituals, you can either channel through a drudge who is expendable (and can tough), or a Cephalyx who will never die from a single d3 damage (due to 5 hp). * Telekinetic tide has many uses, and can do all of them at the same time to different targets ** Move enemies away from contesting or scoring scenario objectives ** Move them forward to bring into your threat range ** Clump them together for sprays, Mind Bursts or threshers ** Clear a line of models that was blocking a charge or subduer drag to a juicy target ** Move beasts out of control range - potentially making them frenzy if they have fury and starving warlocks of the fury next turn * In a pinch, ET's own melee weapons have Bewitch and Inflict Pain. Targeting a beast, he can add a fury (to increase frenzy risk or max them out to prevent transfers) and move them out of control range / objective. Just hope the beast frenzies away or can be destroyed by something else, because I don't like your chances if it comes back to ET. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * ET goes really well with both [[Carver Ultimus]] and [[Magnus the Unstoppable]]. He is friendly faction to both, so spreads Deceleration to make both attached cohorts arm24 to shooting. Telekinesis can work on either to threat further, as can Telekinetic tide on enemies. Crippling Grasp helps both, though the Pig's multiple shots take debuffs really well. In duelling enemy Pigs, a swarm of [[Cephalyx Mind Slaver & Drudges]] with shield guards can't hurt either. * [[Cephalyx Dominator]] with Steelhead or [[Horgenhold Artillery Corps| Horgenhold]] Artillery make good use of Crippling Grasp, and telekinesis to get in range and aim. [[Steelhead Mortar Crew]] apply crater (-2 speed) from extreme range, which adds to ET's ability to control the enemy. * [[Cephalyx Mind Bender & Drudges]] appreciate Telekinetic tide to cluster enemy infantry, likely getting a whole unit in a 2" bubble, letting a drudge slip in and be Mind Burst (Pow12 on all within 2"). The Psychic Assault (also on [[Cephalyx Overlords]] and [[Doctor Stygius]] can also benefit from moving enemies into a line. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> : Exulon Thexus :10 Subduer :12 Wrecker :20 Carver Ultimus :: War Boar MMD47 :2 Cephalyx Agitator 1 :2 Cephalyx Agitator 2 :3 Doctor Stygius :2 Machine Wraith :6 Cephalyx Dominator & Steelhead Mortar Crew 1 :6 Cephalyx Dominator & Steelhead Mortar Crew 2 :6 Cephalyx Mind Bender & Drudges 1 :6 Cephalyx Mind Bender & Drudges 2 :6 Cephalyx Mind Bender & Drudges 3 :6 Cephalyx Mind Slaver & Drudges 1 :6 Cephalyx Mind Slaver & Drudges 2 :6 Cephalyx Mind Slaver & Drudges 3 : Defenses :: DEFENSE 1 - Barrier :: DEFENSE 1 - Barrier :: DEFENSE 1 - Spike Trap :PC COMMAND CARD :: Blessing of the Gods :: Careful Reconnaissance :: Defenses :: Hit & Run ::1 Savagery :TOTAL POINTS 100/100 == Battle Reports == == Lore and Trivia == {{Dark Operations Footer}} 34aaa586ce7fe91ac6624e26c647f86b50a387c8 1392 1391 2024-08-16T03:16:03Z Gedditoffme 2 /* Lore and Trivia */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Warcaster]]'''</span><BR> <!-- Flavour text from official selling points --> Rising from an endless complex of tunnels beneath the earth, Exulon Thexus leads the armies of the inscrutable cephalyx in their cruel assaults. A master manipulator, this potent warcaster controls the minds and bodies of [its] own troops and the enemy alike. With terrifying precision Exulon Thexus can push [its] troops beyond the breaking point and scatter the forces of [its] enemies with the fell power of [its] alien mind. [[File:Thexus1.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Thexus''' || <!--Spd--> 6 || <!--AAT--> 8|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 8 || <!--Ctrl--> 16|| <!--HP--> 17 |} ===Abilities:=== * '''Pathfinder''' * '''Dark Rituals''' - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. * '''Sacrificial Pawn [Monstrosity]''' - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Monstrosity within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. ===Weapons=== {{Melee Weapon|Prosthetic Bladex x2|6|2|12|* '''Bewitch''' - After this attack has been resolved, take control of target living enemy non-Leader warrior model hit by this attack. You can immediately make a full advance with the enemy model followed by a basic attack, then Bewitch expires. A model can be affected by Bewitch only once per turn. *'''Inflict Pain''' - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.}} === Feat: Telekinetic Tide === Push each enemy non-Leader model currently in Thexus' control range 2" in any direction === Spells === <!--Try to set templates for the spells, list them out--> {{Crippling Grasp}} {{Deceleration}} {{Hex Blast}} {{Influence}} {{Revive}} {{Telekinesis}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Exulon Thexus is a magical master of positioning and debuffing opponents for the rest of the army to finish off. Key is his feat and telekinesis, which can nudge threat ranges by 4", cluster opponents up for cephalyx' many sprays, move them away from scenario, or part them to make a line for assassination. * Strong against shooting due to Deceleration. This gives drudges arm 17, Cephalyx arm 15 (5box, stealth) and Monstrosities arm19 against shooting attacks. All of these are starting to hit breakpoints where they're more likely to live than die. * Resilient against assassinations, relative to other 'wizard' casters. If he has a bodyguard monstrosity in backlines he can pawn all shooting off, and 15/16 is a good profile to start with for a backline caser. * Crippling Grasp or Hex Blast channeled through warriors can either drop stats (mainly def and arm) or strip upkeeps (eg arm buffs) to allow other models to kill them. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * After using his feat, he can struggle with attrition, as generally cephalyx lose pieces quickly once lines close. It is common to get 3+ points up on scenario then slowly lose it over the long term. == Tricks: == <!-- dot point list of cool plays and combos--> Oh man, this guy is nothing but tricks * You can shoot a hex blast at opponents AD: run an AD mind slaver, place drudge forward and TK it should give range to fire a Hex Blast 10" forward. * Influence can be used if opponents have a good weapon: especially those applying debuffs like grievous wounds, rust and the like. It can also cast on incorporeal models (if they have weapons) to attack and clear incorporeal. * When using Dark Rituals, you can either channel through a drudge who is expendable (and can tough), or a Cephalyx who will never die from a single d3 damage (due to 5 hp). * Telekinetic tide has many uses, and can do all of them at the same time to different targets ** Move enemies away from contesting or scoring scenario objectives ** Move them forward to bring into your threat range ** Clump them together for sprays, Mind Bursts or threshers ** Clear a line of models that was blocking a charge or subduer drag to a juicy target ** Move beasts out of control range - potentially making them frenzy if they have fury and starving warlocks of the fury next turn * In a pinch, ET's own melee weapons have Bewitch and Inflict Pain. Targeting a beast, he can add a fury (to increase frenzy risk or max them out to prevent transfers) and move them out of control range / objective. Just hope the beast frenzies away or can be destroyed by something else, because I don't like your chances if it comes back to ET. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * ET goes really well with both [[Carver Ultimus]] and [[Magnus the Unstoppable]]. He is friendly faction to both, so spreads Deceleration to make both attached cohorts arm24 to shooting. Telekinesis can work on either to threat further, as can Telekinetic tide on enemies. Crippling Grasp helps both, though the Pig's multiple shots take debuffs really well. In duelling enemy Pigs, a swarm of [[Cephalyx Mind Slaver & Drudges]] with shield guards can't hurt either. * [[Cephalyx Dominator]] with Steelhead or [[Horgenhold Artillery Corps| Horgenhold]] Artillery make good use of Crippling Grasp, and telekinesis to get in range and aim. [[Steelhead Mortar Crew]] apply crater (-2 speed) from extreme range, which adds to ET's ability to control the enemy. * [[Cephalyx Mind Bender & Drudges]] appreciate Telekinetic tide to cluster enemy infantry, likely getting a whole unit in a 2" bubble, letting a drudge slip in and be Mind Burst (Pow12 on all within 2"). The Psychic Assault (also on [[Cephalyx Overlords]] and [[Doctor Stygius]] can also benefit from moving enemies into a line. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> : Exulon Thexus :10 Subduer :12 Wrecker :20 Carver Ultimus :: War Boar MMD47 :2 Cephalyx Agitator 1 :2 Cephalyx Agitator 2 :3 Doctor Stygius :2 Machine Wraith :6 Cephalyx Dominator & Steelhead Mortar Crew 1 :6 Cephalyx Dominator & Steelhead Mortar Crew 2 :6 Cephalyx Mind Bender & Drudges 1 :6 Cephalyx Mind Bender & Drudges 2 :6 Cephalyx Mind Bender & Drudges 3 :6 Cephalyx Mind Slaver & Drudges 1 :6 Cephalyx Mind Slaver & Drudges 2 :6 Cephalyx Mind Slaver & Drudges 3 : Defenses :: DEFENSE 1 - Barrier :: DEFENSE 1 - Barrier :: DEFENSE 1 - Spike Trap :PC COMMAND CARD :: Blessing of the Gods :: Careful Reconnaissance :: Defenses :: Hit & Run ::1 Savagery :TOTAL POINTS 100/100 == Battle Reports == == Lore and Trivia == * Exulon is often known as "ET" * He was the original Cephalyx warcaster, and included in the previous starter army box {{Dark Operations Footer}} 08910f98ab9798f4721f777fd1ac76aaead78161 1395 1392 2024-08-16T03:40:24Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Scout]] [[Warcaster]]'''</span><BR> <!-- Flavour text from official selling points --> For sixteen centuries he has gathered lore, mastered war and the arcane arts, and become as formidable a creature as has ever walked the face of Caen. He looks to orchestrate the will of Toruk, see the Dragon's empire encompass the mainland, drown its cities in blood, and release a never-ending tide of souls from which he can drink and draw power. Asphyxious leaves behind ashen fields of lifeless grasses and withered trees. Blackened corpses and bubbling pools of gore are all that remain of his victims. The demands of his iron body create a ravenous thirst for fresh souls. The powerful iron carapace grants great physical strength, and his iron talons wield the ensorcelled Soulsplitter—a twin-pronged spear bathed in raw entropy. [[File:IronLichAsphyxious.jpg|thumb|right]] == Statistics == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Asphyxious1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities=== * '''Undead''' * '''Pathfinder''' * '''Dark Rituals''' - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. * '''Ghost Shield''' - This model gains +1 ARM for each soul token currently on it. * '''Soul Taker: Cull Soul''' - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point. ===Weapons=== {{Melee Weapon| Soulsplitter |6|2|15|* '''Magical Weapon''' *'''Sustained Attack''' - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.}} === Feat: Consuming Blight === Enemy models currently in Asphyxious' control range suffer an unboostable POW 5 damage roll. Consuming Blight damage rolls are simultaneous. Asphyxious then gains up to 7 focus points. He cannot have more focus points than his current ARC as a result of Consuming Blight. === Spells === <!--Try to set templates for the spells, list them out--> {{Breath of Corruption}} {{Hellfire}} {{Parasite}} {{Scything Touch}} {{Teleport}} == Roles and Strengths == <!-- In a sentence or 2, what does this model do?--> Asphyxious is the magical master, leaning into magical assassination and extreme armour debuffs: -5arm on a target if he wants. He is also one of the better 2nd wave melee fighters, bringing pow15 (which can also benefit from -5 in debuffs) attacks that autohit once hitting once, and can replenish focus for up to 14 attacks. * His main schtick is debuffing armour in the extreme. Dark Rituals a parasite on a choice target. Scything touch should be somewhere from turn 1: probably a machine wraith or drudge. Get both on the same target for -5arm: at this level Psychic Assaults are effective pow17, Slaver's Drudges pow19, [[Steelhead Volley Gun Crew]] is pow20 (incl volume fire). Basically anything is hitting hard enough to hurt cohorts. * Feat can enable a magical assassination, with 4 attacks from either Breath of Corruption (auto-hitting pow12) or Hellfire (Rng10, pow14). Can also use Parasite or Scything Touch to reduce armour. * The pow5 damage of his feat isn't too impressive, but you can roll against every model and should get a few. Parasite or scything touch can also increase this. Against low arm models (around 12-13) it can devastate them: getting half the opposing force for not much effort. * Teleport gives him the option to charge a heavy, lay waste to it in melee then disappear away from retaliation. == Downsides == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Does nothing to help the survivability or threat range of his army, nor their ability to hit * He's about as subtle as a brick: "How will I Slice you, Magically blast you or debuff you to oblivion today?". This still gives you a lot of options though == Tricks == <!-- dot point list of cool plays and combos--> * Breath of corruption does a pow12 when it misses, meaning you can use it on high def enemies (incl warcasters) to guarantee a boostable damage roll. * When using Dark Rituals, you can either channel through a drudge who is expendable (and can tough), or a Cephalyx who will never die from a single d3 damage (due to 5 hp). * Use Grave Robbing to gain a soul, and cast Parasite on an enemy. With Ghost Shield Asphyxious is now def15, arm18, which is getting respectable for a late-game bully. * Scything touch triggers for being within 2", not in melee. This means a model with less than 2" melee RNG can engage an enemy with <2" melee RNG without giving them the target in melee bonus. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == * Asphyxious1 was one of the original Cryx casters. When Mk4 added a 4th scout caster to each legacy army, Dark Operations gained him as the main broker of the Cryx-Cephalyx alliance. {{Dark Operations Footer}} 44d60297747f2a604f2763618e94a4daf5e96196 1397 1395 2024-08-16T03:41:07Z Gedditoffme 2 /* Downsides */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Scout]] [[Warcaster]]'''</span><BR> <!-- Flavour text from official selling points --> For sixteen centuries he has gathered lore, mastered war and the arcane arts, and become as formidable a creature as has ever walked the face of Caen. He looks to orchestrate the will of Toruk, see the Dragon's empire encompass the mainland, drown its cities in blood, and release a never-ending tide of souls from which he can drink and draw power. Asphyxious leaves behind ashen fields of lifeless grasses and withered trees. Blackened corpses and bubbling pools of gore are all that remain of his victims. The demands of his iron body create a ravenous thirst for fresh souls. The powerful iron carapace grants great physical strength, and his iron talons wield the ensorcelled Soulsplitter—a twin-pronged spear bathed in raw entropy. [[File:IronLichAsphyxious.jpg|thumb|right]] == Statistics == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Asphyxious1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities=== * '''Undead''' * '''Pathfinder''' * '''Dark Rituals''' - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. * '''Ghost Shield''' - This model gains +1 ARM for each soul token currently on it. * '''Soul Taker: Cull Soul''' - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point. ===Weapons=== {{Melee Weapon| Soulsplitter |6|2|15|* '''Magical Weapon''' *'''Sustained Attack''' - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.}} === Feat: Consuming Blight === Enemy models currently in Asphyxious' control range suffer an unboostable POW 5 damage roll. Consuming Blight damage rolls are simultaneous. Asphyxious then gains up to 7 focus points. He cannot have more focus points than his current ARC as a result of Consuming Blight. === Spells === <!--Try to set templates for the spells, list them out--> {{Breath of Corruption}} {{Hellfire}} {{Parasite}} {{Scything Touch}} {{Teleport}} == Roles and Strengths == <!-- In a sentence or 2, what does this model do?--> Asphyxious is the magical master, leaning into magical assassination and extreme armour debuffs: -5arm on a target if he wants. He is also one of the better 2nd wave melee fighters, bringing pow15 (which can also benefit from -5 in debuffs) attacks that autohit once hitting once, and can replenish focus for up to 14 attacks. * His main schtick is debuffing armour in the extreme. Dark Rituals a parasite on a choice target. Scything touch should be somewhere from turn 1: probably a machine wraith or drudge. Get both on the same target for -5arm: at this level Psychic Assaults are effective pow17, Slaver's Drudges pow19, [[Steelhead Volley Gun Crew]] is pow20 (incl volume fire). Basically anything is hitting hard enough to hurt cohorts. * Feat can enable a magical assassination, with 4 attacks from either Breath of Corruption (auto-hitting pow12) or Hellfire (Rng10, pow14). Can also use Parasite or Scything Touch to reduce armour. * The pow5 damage of his feat isn't too impressive, but you can roll against every model and should get a few. Parasite or scything touch can also increase this. Against low arm models (around 12-13) it can devastate them: getting half the opposing force for not much effort. * Teleport gives him the option to charge a heavy, lay waste to it in melee then disappear away from retaliation. == Downsides == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Does nothing to help the survivability or threat range of his army, nor their ability to hit * He's about as subtle as a brick: "How will I stab you, Magically blast you or debuff you to oblivion today?". This still gives you a lot of options though == Tricks == <!-- dot point list of cool plays and combos--> * Breath of corruption does a pow12 when it misses, meaning you can use it on high def enemies (incl warcasters) to guarantee a boostable damage roll. * When using Dark Rituals, you can either channel through a drudge who is expendable (and can tough), or a Cephalyx who will never die from a single d3 damage (due to 5 hp). * Use Grave Robbing to gain a soul, and cast Parasite on an enemy. With Ghost Shield Asphyxious is now def15, arm18, which is getting respectable for a late-game bully. * Scything touch triggers for being within 2", not in melee. This means a model with less than 2" melee RNG can engage an enemy with <2" melee RNG without giving them the target in melee bonus. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == * Asphyxious1 was one of the original Cryx casters. When Mk4 added a 4th scout caster to each legacy army, Dark Operations gained him as the main broker of the Cryx-Cephalyx alliance. {{Dark Operations Footer}} c3e37e621a48e59a6d92aeac807f79e32a30a457 1399 1397 2024-08-16T03:42:41Z Gedditoffme 2 Undo revision [[Special:Diff/1397|1397]] by [[Special:Contributions/Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Scout]] [[Warcaster]]'''</span><BR> <!-- Flavour text from official selling points --> For sixteen centuries he has gathered lore, mastered war and the arcane arts, and become as formidable a creature as has ever walked the face of Caen. He looks to orchestrate the will of Toruk, see the Dragon's empire encompass the mainland, drown its cities in blood, and release a never-ending tide of souls from which he can drink and draw power. Asphyxious leaves behind ashen fields of lifeless grasses and withered trees. Blackened corpses and bubbling pools of gore are all that remain of his victims. The demands of his iron body create a ravenous thirst for fresh souls. The powerful iron carapace grants great physical strength, and his iron talons wield the ensorcelled Soulsplitter—a twin-pronged spear bathed in raw entropy. [[File:IronLichAsphyxious.jpg|thumb|right]] == Statistics == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Asphyxious1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities=== * '''Undead''' * '''Pathfinder''' * '''Dark Rituals''' - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. * '''Ghost Shield''' - This model gains +1 ARM for each soul token currently on it. * '''Soul Taker: Cull Soul''' - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point. ===Weapons=== {{Melee Weapon| Soulsplitter |6|2|15|* '''Magical Weapon''' *'''Sustained Attack''' - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.}} === Feat: Consuming Blight === Enemy models currently in Asphyxious' control range suffer an unboostable POW 5 damage roll. Consuming Blight damage rolls are simultaneous. Asphyxious then gains up to 7 focus points. He cannot have more focus points than his current ARC as a result of Consuming Blight. === Spells === <!--Try to set templates for the spells, list them out--> {{Breath of Corruption}} {{Hellfire}} {{Parasite}} {{Scything Touch}} {{Teleport}} == Roles and Strengths == <!-- In a sentence or 2, what does this model do?--> Asphyxious is the magical master, leaning into magical assassination and extreme armour debuffs: -5arm on a target if he wants. He is also one of the better 2nd wave melee fighters, bringing pow15 (which can also benefit from -5 in debuffs) attacks that autohit once hitting once, and can replenish focus for up to 14 attacks. * His main schtick is debuffing armour in the extreme. Dark Rituals a parasite on a choice target. Scything touch should be somewhere from turn 1: probably a machine wraith or drudge. Get both on the same target for -5arm: at this level Psychic Assaults are effective pow17, Slaver's Drudges pow19, [[Steelhead Volley Gun Crew]] is pow20 (incl volume fire). Basically anything is hitting hard enough to hurt cohorts. * Feat can enable a magical assassination, with 4 attacks from either Breath of Corruption (auto-hitting pow12) or Hellfire (Rng10, pow14). Can also use Parasite or Scything Touch to reduce armour. * The pow5 damage of his feat isn't too impressive, but you can roll against every model and should get a few. Parasite or scything touch can also increase this. Against low arm models (around 12-13) it can devastate them: getting half the opposing force for not much effort. * Teleport gives him the option to charge a heavy, lay waste to it in melee then disappear away from retaliation. == Downsides == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Does nothing to help the survivability or threat range of his army, nor their ability to hit * He's about as subtle as a brick: "How will I Slice you, Magically blast you or debuff you to oblivion today?". This still gives you a lot of options though == Tricks == <!-- dot point list of cool plays and combos--> * Breath of corruption does a pow12 when it misses, meaning you can use it on high def enemies (incl warcasters) to guarantee a boostable damage roll. * When using Dark Rituals, you can either channel through a drudge who is expendable (and can tough), or a Cephalyx who will never die from a single d3 damage (due to 5 hp). * Use Grave Robbing to gain a soul, and cast Parasite on an enemy. With Ghost Shield Asphyxious is now def15, arm18, which is getting respectable for a late-game bully. * Scything touch triggers for being within 2", not in melee. This means a model with less than 2" melee RNG can engage an enemy with <2" melee RNG without giving them the target in melee bonus. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == * Asphyxious1 was one of the original Cryx casters. When Mk4 added a 4th scout caster to each legacy army, Dark Operations gained him as the main broker of the Cryx-Cephalyx alliance. {{Dark Operations Footer}} 44d60297747f2a604f2763618e94a4daf5e96196 1400 1399 2024-08-16T03:43:28Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Warcaster]]'''</span><BR> <!-- Flavour text from official selling points --> Rising from an endless complex of tunnels beneath the earth, Exulon Thexus leads the armies of the inscrutable cephalyx in their cruel assaults. A master manipulator, this potent warcaster controls the minds and bodies of [its] own troops and the enemy alike. With terrifying precision Exulon Thexus can push [its] troops beyond the breaking point and scatter the forces of [its] enemies with the fell power of [its] alien mind. [[File:Thexus1.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Thexus''' || <!--Spd--> 6 || <!--AAT--> 8|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 8 || <!--Ctrl--> 16|| <!--HP--> 17 |} ===Abilities:=== * '''Pathfinder''' * '''Dark Rituals''' - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. * '''Sacrificial Pawn [Monstrosity]''' - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Monstrosity within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. ===Weapons=== {{Melee Weapon|Prosthetic Bladex x2|6|2|12|* '''Bewitch''' - After this attack has been resolved, take control of target living enemy non-Leader warrior model hit by this attack. You can immediately make a full advance with the enemy model followed by a basic attack, then Bewitch expires. A model can be affected by Bewitch only once per turn. *'''Inflict Pain''' - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.}} === Feat: Telekinetic Tide === Push each enemy non-Leader model currently in Thexus' control range 2" in any direction === Spells === <!--Try to set templates for the spells, list them out--> {{Crippling Grasp}} {{Deceleration}} {{Hex Blast}} {{Influence}} {{Revive}} {{Telekinesis}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Exulon Thexus is a magical master of positioning and debuffing opponents for the rest of the army to finish off. Key is his feat and telekinesis, which can nudge threat ranges by 4", cluster opponents up for cephalyx' many sprays, move them away from scenario, or part them to make a line for assassination. * Strong against shooting due to Deceleration. This gives drudges arm 17, Cephalyx arm 15 (5box, stealth) and Monstrosities arm19 against shooting attacks. All of these are starting to hit breakpoints where they're more likely to live than die. * Resilient against assassinations, relative to other 'wizard' casters. If he has a bodyguard monstrosity in backlines he can pawn all shooting off, and 15/16 is a good profile to start with for a backline caser. * Crippling Grasp or Hex Blast channeled through warriors can either drop stats (mainly def and arm) or strip upkeeps (eg arm buffs) to allow other models to kill them. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * After using his feat, he can struggle with attrition, as generally cephalyx lose pieces quickly once lines close. It is common to get 3+ points up on scenario then slowly lose it over the long term. == Tricks: == <!-- dot point list of cool plays and combos--> Oh man, this guy is nothing but tricks * You can shoot a hex blast at opponents AD: run an AD mind slaver, place drudge forward and TK it should give range to fire a Hex Blast 10" forward. * Influence can be used if opponents have a good weapon: especially those applying debuffs like grievous wounds, rust and the like. It can also cast on incorporeal models (if they have weapons) to attack and clear incorporeal. * When using Dark Rituals, you can either channel through a drudge who is expendable (and can tough), or a Cephalyx who will never die from a single d3 damage (due to 5 hp). * Telekinetic tide has many uses, and can do all of them at the same time to different targets ** Move enemies away from contesting or scoring scenario objectives ** Move them forward to bring into your threat range ** Clump them together for sprays, Mind Bursts or threshers ** Clear a line of models that was blocking a charge or subduer drag to a juicy target ** Move beasts out of control range - potentially making them frenzy if they have fury and starving warlocks of the fury next turn * In a pinch, ET's own melee weapons have Bewitch and Inflict Pain. Targeting a beast, he can add a fury (to increase frenzy risk or max them out to prevent transfers) and move them out of control range / objective. Just hope the beast frenzies away or can be destroyed by something else, because I don't like your chances if it comes back to ET. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * ET goes really well with both [[Carver Ultimus]] and [[Magnus the Unstoppable]]. He is friendly faction to both, so spreads Deceleration to make both attached cohorts arm24 to shooting. Telekinesis can work on either to threat further, as can Telekinetic tide on enemies. Crippling Grasp helps both, though the Pig's multiple shots take debuffs really well. In duelling enemy Pigs, a swarm of [[Cephalyx Mind Slaver & Drudges]] with shield guards can't hurt either. * [[Cephalyx Dominator]] with Steelhead or [[Horgenhold Artillery Corps| Horgenhold]] Artillery make good use of Crippling Grasp, and telekinesis to get in range and aim. [[Steelhead Mortar Crew]] apply crater (-2 speed) from extreme range, which adds to ET's ability to control the enemy. * [[Cephalyx Mind Bender & Drudges]] appreciate Telekinetic tide to cluster enemy infantry, likely getting a whole unit in a 2" bubble, letting a drudge slip in and be Mind Burst (Pow12 on all within 2"). The Psychic Assault (also on [[Cephalyx Overlords]] and [[Doctor Stygius]] can also benefit from moving enemies into a line. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> : Exulon Thexus :10 Subduer :12 Wrecker :20 Carver Ultimus :: War Boar MMD47 :2 Cephalyx Agitator 1 :2 Cephalyx Agitator 2 :3 Doctor Stygius :2 Machine Wraith :6 Cephalyx Dominator & Steelhead Mortar Crew 1 :6 Cephalyx Dominator & Steelhead Mortar Crew 2 :6 Cephalyx Mind Bender & Drudges 1 :6 Cephalyx Mind Bender & Drudges 2 :6 Cephalyx Mind Bender & Drudges 3 :6 Cephalyx Mind Slaver & Drudges 1 :6 Cephalyx Mind Slaver & Drudges 2 :6 Cephalyx Mind Slaver & Drudges 3 : Defenses :: DEFENSE 1 - Barrier :: DEFENSE 1 - Barrier :: DEFENSE 1 - Spike Trap :PC COMMAND CARD :: Blessing of the Gods :: Careful Reconnaissance :: Defenses :: Hit & Run ::1 Savagery :TOTAL POINTS 100/100 == Battle Reports == == Lore and Trivia == * Exulon is often known as "ET" * He was the original Cephalyx warcaster, and included in the previous starter army box {{Dark Operations Footer}} 08910f98ab9798f4721f777fd1ac76aaead78161 Template:Dark Operations Footer 10 386 1380 1232 2024-08-16T01:41:18Z Gedditoffme 2 wikitext text/x-wiki {| class="wikitable mw-collapsible" style="float:Center" | colspan = 6 align="left" | <span style="font-size: 1.2em"> '''[[Merc Dark Operations|Dark Operations]] Index''' </span> |- ! Type !! Model |- | '''Warcasters''' || [[Exulon Thexus]] - [[Cognifex Cyphon]] - [[Iron Lich Asphyxious]] - [[Mortenebra, Numen of Necrogenesis]] |- | '''Monstrosities''' || [[Subduer]] - [[Warden]] - [[Wrecker]] |- | '''Solos''' || [[Bloat Thrall]] - [[Cephalyx Agitator]] - [[Doctor Stygius]] - [[Machine Wraith]] - [[Pistol Wraith]] |- | '''Units''' || [[Cephalyx Mind Slaver & Drudges]] - [[Cephalyx Overlords]] - [[Cephalyx Mind Bender & Drudges]] - [[Cephalyx Dominator]] (UA for Dominated Unit below) |- | '''Dominated Units''' || [[Hammerfall High Shield Gun Corps]] - [[Horgenhold Artillery Corps]] - [[ Horgenhold Forge Guard]] - [[Ogrun Assault Corps]] - [[Steelhead Cannon Crew]] - [[Steelhead Halberdiers]] - [[Steelhead Mortar Crew]] - [[Steelhead Riflemen]] - [[Steelhead Volley Gun Crew]] - [[Tactical Arcanist Corps]] |- | '''Mercenaries''' || [[Carver Ultimus]] - [[Magnus the Unstoppable]] |} 55f73426aa47b4c4b49a889825c9f297a38c9e45 Template:Telekinesis 10 432 1382 2024-08-16T01:43:49Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Telekinesis</big> ''' || <!--Cost--> 2|| <!--rng--> 6 || <!--AOE--> -|| <!--pow-->-||<!--dur--> -|| <!--Off-->No |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Place target friendl..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Telekinesis</big> ''' || <!--Cost--> 2|| <!--rng--> 6 || <!--AOE--> -|| <!--pow-->-||<!--dur--> -|| <!--Off-->No |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Place target friendly model completely within 2" of its current location. A model can be placed by Telekinesis only once per turn. |} a6c55e74dd755455188d93fdb2ed404b396a908f Template:Influence 10 433 1383 2024-08-16T01:44:58Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Influence</big> ''' || <!--Cost--> 2|| <!--rng--> 10 || <!--AOE--> - || <!--pow-->- ||<!--dur--> -|| <!--Off-->Yes |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Take control of ta..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Influence</big> ''' || <!--Cost--> 2|| <!--rng--> 10 || <!--AOE--> - || <!--pow-->- ||<!--dur--> -|| <!--Off-->Yes |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Take control of target enemy non-Leader warrior model. The model immediately makes one basic attack, then Influence expires. A model can be affected by influence only once per turn. |} f5ca272041582b8a72a7523c54b2eed501a8cae3 Template:Crippling Grasp 10 434 1384 2024-08-16T01:45:57Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Crippling Grasp-</big> ''' || <!--Cost--> 3|| <!--rng--> 8 || <!--AOE--> -|| <!--pow-->-||<!--dur--> Upkeep|| <!--Off-->Yes |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Target en..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Crippling Grasp-</big> ''' || <!--Cost--> 3|| <!--rng--> 8 || <!--AOE--> -|| <!--pow-->-||<!--dur--> Upkeep|| <!--Off-->Yes |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Target enemy model/unit suffers -2SPD, DEF and ARM. Additionally an affected model suffers -2 to its melee attack damage rolls. |} a09e8e1b43767e6428f6f770b1a02df087b360cc Merc Dark Operations 0 385 1385 1230 2024-08-16T01:46:21Z Gedditoffme 2 /* Exulon Thexus */ wikitext text/x-wiki == Why Play Dark Operations == The Cephalyx are psychic masters whose prediliction for surgery and body horror has let them enslave and enhance the people of the iron kingdoms. There are 3 castes in Cephalyx * '''Cephalyx''' are tricky masters for who dominating minds of others is second nature, and manifest other psychic powers. A common attack is Psychic Assault: a magical spray that fries the minds of victims through terrain. Channeling magic attacks through drudges or lesser cephalyx is also common, giving tricks with bizarre threat angles. * '''Drudges:''' Reduced to mere tools, the drudges hit like a truck and can take being hit back. They are slow and unsubtle but keep coming in waves. * '''Monstrosities''': The strongest of victims are modified further, grafted with machinery, grown bigger and enhanced in every way to become Monstrosities: men whose resilience and hitting power rival a warjack. Compared to other factions they are a little weaker, but with psychic assistance from an agitator gain +2 to attack and damage rolls. Monstrosities bring a unique ruleset: similar to warjacks, but do not power up and instead gain angry focus when they are damaged, and can be healed like beasts. Playing cephalyx is about bringing these 3 elements together: using the tricks of the Cephalyx masters to synergise with the powerful but simple swarms of drudges and monstrosities. * Their combat Drudges and Monstrosities are relatively cheap, letting you bring an absolute swarm. * All Warcasters bring movement tricks such as Telekenesis, Gallows, Teleport and Overrun to manipulate board position. * They are also known for debuffs such as Parasite and Crippling Grasp. * Their main combat units are a cephalyx with 5 drudges. ** Slavers are a pure combat unit whose drudges have gang and shield guard. The insidious scavengers can sneak up the battlefield, letting them ambush or Advance Deploy. ** Benders are more magical support, with the Cephalyx Bender able to channel spells through his drudges. He is able to shoot a spray, explode a drudge to do pow12 to all enemies within 2", or massively increase the stats of a single warrior. Cephalyx are known as Cryx allies, and while there is a lot of overlap in combat swarms and debuffs, Cephalyx have a lot more focus on movement spells and synergies between models. == Which Caster is for me? == === [[Exulon Thexus]] === Exulon Thexus is a magical master of positioning and debuffing opponents for the rest of the army to finish off. Key is his feat and telekinesis, which can nudge threat ranges by 4", cluster opponents up for cephalyx' many sprays, move them away from scenario, or part them to make a line for assassination. === [[Cognifex Cyphon]] === === [[Iron Lich Asphyxious]] === === [[Mortenebra, Numen of Necrogenesis]] === {{Dark Operations Footer}} 8bbb281e0c79ddcf15a7bde4c26d4cf0dc65b613 File:Cephalyx Drudges.jpg 6 435 1386 2024-08-16T01:50:20Z Gedditoffme 2 wikitext text/x-wiki Mind Slaver 9f6bf24738f195d6d3e632c5386585f61d8425f2 Cephalyx Mind Slaver & Drudges 0 436 1387 2024-08-16T02:06:16Z Gedditoffme 2 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><!-- Flavour text from official selling points --><br> From below western Immoren emerge the inscrutable cephalyx mind slavers, who have entered into an unholy bargain with the Cryxian Empire. Applying a horrific blend of machinery, alchemy, and disfiguring surgery, the slavers transform their captured victims into powerfully muscled and mechanically enhanced warriors t..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><!-- Flavour text from official selling points --><br> From below western Immoren emerge the inscrutable cephalyx mind slavers, who have entered into an unholy bargain with the Cryxian Empire. Applying a horrific blend of machinery, alchemy, and disfiguring surgery, the slavers transform their captured victims into powerfully muscled and mechanically enhanced warriors they control to fight and die in their stead. [[File:Cephalyx Drudges.jpg|thumb|right]] == Statistics: == === Mind Slaver === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mind Slaver''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} ====Abilities:==== *'''Stealth''' *'''Pathfinder''' *'''Ambush''' *'''Advanced Deploy''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. *'''Granted: Blood-Bound''' - While this model is in play, models in its unit gain Blood-Bound. (When a model with Blood-Bound destroys a living enemy model with an attack, after the attack is resolved you can return one destroyed model in its unit to play. Place the returned model completely within 3" of the attacking model. The returned model cannot activate the turn it returns to play. The destroyed enemy model is removed from play and does not provide a soul or corpse token.) *'''Granted: Gang''' - While this model is in play, models in its unit gain Gang. (When making a melee attack targeting an enemy model in the melee range of another model in this unit, a model with Gang gains +2 to melee attack and melee damage rolls.) ====Weapons==== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} === Drudge Grunt === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Drudge Grunt''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 15 || <!--HP--> 1 |} ====Abilities:==== *'''Tough''' *'''Eyeless Sight''' *'''Ambush''' *'''Advanced Deploy''' *'''Shield Guard''' - When a friendly model is directly hit by a non-spray ranged attack while within 3" of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary. Shield Guard can only be used once per attack. ====Weapons==== {{Melee Weapon|<!--Name-->Drudge Weapons|<!--MAT-->5|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> The Basic melee infantry of Cephalyx, they also use shield guard to protect more important cephalyx or cohorts from enemy shooting. * Ambush or AD can get them into the action quicker, or come from a side to claim an objective. If nothing else, you can unclog your deployment zone. * The Slaver should be protected due to Blood Bound and Gang, but once engaging he is one of the better fighters too: with mat6, gang and anatomical precision. * With Gang, drudges are Mat7, pow14, a good hitting power for their cost (1pt per model). * Blood bound lets you resurrect drudges for killing living enemies. Can be good to get a couple drudges back == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * [[Cephalyx Overlords]] give veteran leader for +1 to hit * [[Exulon Thexus]] can use telekinesis and Telekinetic Tide to close 4" between Drudges and their targets, and Crippling Grasp boosts hitting power. Deceleration is good too. * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can use Adrenal Flood to boost a single drudge (or Slaver)'s combat stats by 3, pow17 without other buffs is getting into warjack territory. * [[Iron Lich Asphyxious]] with Scything Touch and Parasite can drop an opponent's arm by 5, if you really want to punch a hole through the world. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can target any drudge (including those in a slaver unit) with Mind Burst. He can also channel through his own drudges, which can extend a powerful effect a long way away. {{Winter Korps Footer}} f58492ee79e75e7008420c69cf40cebb67278827 1388 1387 2024-08-16T02:08:20Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><!-- Flavour text from official selling points --><br> From below western Immoren emerge the inscrutable cephalyx mind slavers, who have entered into an unholy bargain with the Cryxian Empire. Applying a horrific blend of machinery, alchemy, and disfiguring surgery, the slavers transform their captured victims into powerfully muscled and mechanically enhanced warriors they control to fight and die in their stead. [[File:Cephalyx Drudges.jpg|thumb|right]] == Statistics: == === Mind Slaver === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mind Slaver''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} ====Abilities:==== *'''Stealth''' *'''Pathfinder''' *'''Ambush''' *'''Advanced Deploy''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. *'''Granted: Blood-Bound''' - While this model is in play, models in its unit gain Blood-Bound. (When a model with Blood-Bound destroys a living enemy model with an attack, after the attack is resolved you can return one destroyed model in its unit to play. Place the returned model completely within 3" of the attacking model. The returned model cannot activate the turn it returns to play. The destroyed enemy model is removed from play and does not provide a soul or corpse token.) *'''Granted: Gang''' - While this model is in play, models in its unit gain Gang. (When making a melee attack targeting an enemy model in the melee range of another model in this unit, a model with Gang gains +2 to melee attack and melee damage rolls.) ====Weapons==== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} === Drudge Grunt === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Drudge Grunt''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 15 || <!--HP--> 1 |} ====Abilities:==== *'''Tough''' *'''Eyeless Sight''' *'''Ambush''' *'''Advanced Deploy''' *'''Shield Guard''' - When a friendly model is directly hit by a non-spray ranged attack while within 3" of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary. Shield Guard can only be used once per attack. ====Weapons==== {{Melee Weapon|<!--Name-->Drudge Weapons|<!--MAT-->5|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> The Basic melee infantry of Cephalyx, they also use shield guard to protect more important cephalyx or cohorts from enemy shooting. * Ambush or AD can get them into the action quicker, or come from a side to claim an objective. If nothing else, you can unclog your deployment zone. * The Slaver should be protected due to Blood Bound and Gang, but once engaging he is one of the better fighters too: with mat6, gang and anatomical precision. * With Gang, drudges are Mat7, pow14, a good hitting power for their cost (1pt per model). * Blood bound lets you resurrect drudges for killing living enemies. Can be good to get a couple drudges back == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Slow, although you can walk from the slaver for Spd6 pathfinder * Get a lot weaker without Gang, so do everything you can to protect the slaver. == Synergy == <!-- Which models work well with this? --> * [[Cephalyx Overlords]] give veteran leader for +1 to hit * [[Exulon Thexus]] can use telekinesis and Telekinetic Tide to close 4" between Drudges and their targets, and Crippling Grasp boosts hitting power. Deceleration is good too. * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can use Adrenal Flood to boost a single drudge (or Slaver)'s combat stats by 3, pow17 without other buffs is getting into warjack territory. * [[Iron Lich Asphyxious]] with Scything Touch and Parasite can drop an opponent's arm by 5, if you really want to punch a hole through the world. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can target any drudge (including those in a slaver unit) with Mind Burst. He can also channel through his own drudges, which can extend a powerful effect a long way away. {{Dark Operations Footer}} c38d2b2ee829f4f709a37d51e8d5c1b3742e0b7b Dark Operations 0 437 1389 2024-08-16T02:08:52Z Gedditoffme 2 Redirected page to [[Merc Dark Operations]] wikitext text/x-wiki #REDIRECT [[Merc Dark Operations]] 2f0d778ad216980979c2a933fdb75ea78535c8cd File:Cygnar-Weather Station.webp 6 438 1390 2024-08-16T02:20:34Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:IronLichAsphyxious.jpg 6 439 1393 2024-08-16T03:18:01Z Gedditoffme 2 wikitext text/x-wiki Iron Lich Asphyxious cbef84fd64ef0106d52bb047cd2b2e3fbe9dd915 Weather Station 0 440 1394 2024-08-16T03:35:40Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Weapon Crew]] [[Solo]]'''</span> [[File:Cygnar-Weather_Station.webp|thumb|right]] ''Model description placeholder.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Weapon Crew]] [[Solo]]'''</span> [[File:Cygnar-Weather_Station.webp|thumb|right]] ''Model description placeholder.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Weather Station''' || <!--Spd--> 4 || <!--AAT--> -|| <!--MAT--> - || <!--RAT--> 6 || <!--Def--> 12 || <!--Arm--> 14 || <!--HP--> 5 |} 3pts ===Abilities:=== * '''Resistance: Electricity''' * {{Force Barrier}} ===Weapons=== {{Ranged Weapon|<!--Name-->Storm Generator|<!--RAT-->6|<!--RNG-->13|<!--ROF-->D3|<!--AOE-->-|<!--POW-->12| * '''Damage Type: Magical''' * '''Damage Type: Electricity''' * '''Attack Type''' - Each time this weapon is used to make an attack, choose one of the following special rules: ** {{Electrocutioner}} ** {{Sky Rumbler}} ** {{Thunderbolt}} * {{Stormcall}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> It's a lightning weapons platform. <!-- How do they do it, what do they excel at?--> * With both Stormcall and magical damage, it can ignore a lot of anti-shooting tech. * Force barrier and decent RNG helps it survive. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Low speed and a predictable threat. * ROF D3 will sometimes let you down with only one attack. == Synergy == <!-- Which models work well with this? --> * Taking [[snipe]] from the rack can extend its range even further. * [[Mechanik Adept Sparkhammer]] gives it rerolls on its ranged attacks with his feat as well as Ionization to buff its Electricity damage. * [[Specialist Tyson Vas]] also has an [[Electrocutioner]] attack that he can stack with the Weather Station. == Tricks == <!-- dot point list of cool plays and combos--> * Thunderbolt attacks are very useful for interfering with enemy postioning. ** They can push melee enemies out of their charge ranges. ** Or push contesting models away from objectives. * It technically ''can'' trigger the stationary effect of [[Electrocutioner]] by itself, but only if it rolls the max number of attacks and hits the same target with all of them. {{Storm Legion Footer}} c23a47b54b5fd32a5767c4a2b35591b164e873aa Mechanik Adept Sparkhammer 0 287 1396 1329 2024-08-16T03:40:28Z EchoStrike11 36 wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Warcaster]]'''</span> <!-- Flavour text from official selling points --><BR> ''Mechanik Adept Figmund Sparkhammer leads the Storm Forge. clearing the battlefield ahead of the callers and vanes with his massive mechanika maul from which no foe can hide. '' [[File:Sparkhammer.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Sparkhammer''' || <!--Spd--> 5 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 12|| <!--HP--> 17 |} ===Abilities:=== * '''Resistance: Electricity''' * '''Dual Attack''' * '''Arcane Machinery''' - Once per turn at any time during its activation, this model can use one of the following effects. Arcane Machinery effects last for one round. ** '''Arcane Calibrations''' - Reduce the COST of each spell this model casts this activation by 1 to a minimum of 1. ** '''Ionization [Ctrl]''' - When a model without Resistance: Electricity suffers an electrical damage roll while within this model's control range of this model, add +2 to the roll. ** '''Vexing Alignment''' - Increase this model's control range by 4". ===Weapons=== {{Ranged Weapon|Lightning Pulse |6|Ctrl|1|-|14| * '''Damage Type: Magical''' * '''Damage Type: Electricity''' * {{Stormcall}} * {{Critical Knockdown}} }} {{Melee Weapon|Maelstrom|7|2|14|* '''Magical''' * {{Beat Back}} * '''Lightning Generator''' When a model is directly hit with a basic attack made with this weapon, lightning arcs from the model hit to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 3" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage from the attack that caused the leap.}} === Feat: Cloud Burst === Sparkhammer gains the benefit of all his Arcane Machinery effects this activation. Additionally, while in Sparkhammer's control range, friendly models can reroll Stormcall attack and attack damage rolls. Each roll can be rerolled only once due to Cloud Burst. Cloud Burst lasts for one turn. === Spells === <!--Try to set templates for the spells, list them out--> {{Inhospitable Ground}} {{Jackhammer}} {{Mobility}} {{Sunhammer}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * [[Storm Callers]] can reroll their stormcall attacks under Sparkhammer's feat as well as benefiting from Ionization. * The [[Weather Station]] also has stormcall attacks that can reroll. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} 8869096a2b8767a0a07ebd0980bfdf1151bf9fe1 Iron Lich Asphyxious 0 441 1398 2024-08-16T03:41:50Z Gedditoffme 2 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Scout]] [[Warcaster]]'''</span><BR> <!-- Flavour text from official selling points --> For sixteen centuries he has gathered lore, mastered war and the arcane arts, and become as formidable a creature as has ever walked the face of Caen. He looks to orchestrate the will of Toruk, see the Dragon's empire encompass the mainland, drown its cities in blood, and release a never-en..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Scout]] [[Warcaster]]'''</span><BR> <!-- Flavour text from official selling points --> For sixteen centuries he has gathered lore, mastered war and the arcane arts, and become as formidable a creature as has ever walked the face of Caen. He looks to orchestrate the will of Toruk, see the Dragon's empire encompass the mainland, drown its cities in blood, and release a never-ending tide of souls from which he can drink and draw power. Asphyxious leaves behind ashen fields of lifeless grasses and withered trees. Blackened corpses and bubbling pools of gore are all that remain of his victims. The demands of his iron body create a ravenous thirst for fresh souls. The powerful iron carapace grants great physical strength, and his iron talons wield the ensorcelled Soulsplitter—a twin-pronged spear bathed in raw entropy. [[File:IronLichAsphyxious.jpg|thumb|right]] == Statistics == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Asphyxious1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities=== * '''Undead''' * '''Pathfinder''' * '''Dark Rituals''' - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. * '''Ghost Shield''' - This model gains +1 ARM for each soul token currently on it. * '''Soul Taker: Cull Soul''' - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point. ===Weapons=== {{Melee Weapon| Soulsplitter |6|2|15|* '''Magical Weapon''' *'''Sustained Attack''' - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.}} === Feat: Consuming Blight === Enemy models currently in Asphyxious' control range suffer an unboostable POW 5 damage roll. Consuming Blight damage rolls are simultaneous. Asphyxious then gains up to 7 focus points. He cannot have more focus points than his current ARC as a result of Consuming Blight. === Spells === <!--Try to set templates for the spells, list them out--> {{Breath of Corruption}} {{Hellfire}} {{Parasite}} {{Scything Touch}} {{Teleport}} == Roles and Strengths == <!-- In a sentence or 2, what does this model do?--> Asphyxious is the magical master, leaning into magical assassination and extreme armour debuffs: -5arm on a target if he wants. He is also one of the better 2nd wave melee fighters, bringing pow15 (which can also benefit from -5 in debuffs) attacks that autohit once hitting once, and can replenish focus for up to 14 attacks. * His main schtick is debuffing armour in the extreme. Dark Rituals a parasite on a choice target. Scything touch should be somewhere from turn 1: probably a machine wraith or drudge. Get both on the same target for -5arm: at this level Psychic Assaults are effective pow17, Slaver's Drudges pow19, [[Steelhead Volley Gun Crew]] is pow20 (incl volume fire). Basically anything is hitting hard enough to hurt cohorts. * Feat can enable a magical assassination, with 4 attacks from either Breath of Corruption (auto-hitting pow12) or Hellfire (Rng10, pow14). Can also use Parasite or Scything Touch to reduce armour. * The pow5 damage of his feat isn't too impressive, but you can roll against every model and should get a few. Parasite or scything touch can also increase this. Against low arm models (around 12-13) it can devastate them: getting half the opposing force for not much effort. * Teleport gives him the option to charge a heavy, lay waste to it in melee then disappear away from retaliation. == Downsides == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Does nothing to help the survivability or threat range of his army, nor their ability to hit * He's about as subtle as a brick: "How will I stab you, Magically blast you or debuff you to oblivion today?". This still gives you a lot of options though == Tricks == <!-- dot point list of cool plays and combos--> * Breath of corruption does a pow12 when it misses, meaning you can use it on high def enemies (incl warcasters) to guarantee a boostable damage roll. * When using Dark Rituals, you can either channel through a drudge who is expendable (and can tough), or a Cephalyx who will never die from a single d3 damage (due to 5 hp). * Use Grave Robbing to gain a soul, and cast Parasite on an enemy. With Ghost Shield Asphyxious is now def15, arm18, which is getting respectable for a late-game bully. * Scything touch triggers for being within 2", not in melee. This means a model with less than 2" melee RNG can engage an enemy with <2" melee RNG without giving them the target in melee bonus. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == * Asphyxious1 was one of the original Cryx casters. When Mk4 added a 4th scout caster to each legacy army, Dark Operations gained him as the main broker of the Cryx-Cephalyx alliance. {{Dark Operations Footer}} c3e37e621a48e59a6d92aeac807f79e32a30a457 Template:Parasite 10 442 1401 2024-08-16T03:44:49Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Parasite</big> ''' || <!--Cost--> 3 || <!--rng--> 8 || <!--AOE--> - || <!--pow--> - ||<!--dur--> Up || <!--Off--> Yes |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Target model/un..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Parasite</big> ''' || <!--Cost--> 3 || <!--rng--> 8 || <!--AOE--> - || <!--pow--> - ||<!--dur--> Up || <!--Off--> Yes |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM |} e055e8d7c34ec125523d4f085dc1f75cc10ebeca Template:Breath of Corruption 10 443 1402 2024-08-16T03:45:32Z Gedditoffme 2 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Spell name</big> ''' || <!--Cost--> 3 || <!--rng--> 8 || <!--AOE--> 2|| <!--pow-->12/12||<!--dur--> Rnd || <!--Off--> Yes |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> This attack..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Spell name</big> ''' || <!--Cost--> 3 || <!--rng--> 8 || <!--AOE--> 2|| <!--pow-->12/12||<!--dur--> Rnd || <!--Off--> Yes |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> This attack causes corrosion damage. On a hit, center a cloud effect on the model targeted. The template is a hazard that remains in play for one round. A model without Resistance: Corrosion entering or ending its activation in the AOE suffers 1 point of corrosion damage. |} f037d99d8a069aeec0b220f62dde897463cee473 1404 1402 2024-08-16T03:47:07Z Gedditoffme 2 wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Breath of Corruption</big> ''' || <!--Cost--> 3 || <!--rng--> 8 || <!--AOE--> 2|| <!--pow-->12/12||<!--dur--> Rnd || <!--Off--> Yes |- |colspan=7 style="text-align: left;"| <!--other rules and effects--> This attack causes corrosion damage. On a hit, center a cloud effect on the model targeted. The template is a hazard that remains in play for one round. A model without Resistance: Corrosion entering or ending its activation in the AOE suffers 1 point of corrosion damage. |} cd2bbcf94ef057e247efd554e031bc640d9fe8ae Merc Dark Operations 0 385 1403 1385 2024-08-16T03:46:38Z Gedditoffme 2 /* Iron Lich Asphyxious */ wikitext text/x-wiki == Why Play Dark Operations == The Cephalyx are psychic masters whose prediliction for surgery and body horror has let them enslave and enhance the people of the iron kingdoms. There are 3 castes in Cephalyx * '''Cephalyx''' are tricky masters for who dominating minds of others is second nature, and manifest other psychic powers. A common attack is Psychic Assault: a magical spray that fries the minds of victims through terrain. Channeling magic attacks through drudges or lesser cephalyx is also common, giving tricks with bizarre threat angles. * '''Drudges:''' Reduced to mere tools, the drudges hit like a truck and can take being hit back. They are slow and unsubtle but keep coming in waves. * '''Monstrosities''': The strongest of victims are modified further, grafted with machinery, grown bigger and enhanced in every way to become Monstrosities: men whose resilience and hitting power rival a warjack. Compared to other factions they are a little weaker, but with psychic assistance from an agitator gain +2 to attack and damage rolls. Monstrosities bring a unique ruleset: similar to warjacks, but do not power up and instead gain angry focus when they are damaged, and can be healed like beasts. Playing cephalyx is about bringing these 3 elements together: using the tricks of the Cephalyx masters to synergise with the powerful but simple swarms of drudges and monstrosities. * Their combat Drudges and Monstrosities are relatively cheap, letting you bring an absolute swarm. * All Warcasters bring movement tricks such as Telekenesis, Gallows, Teleport and Overrun to manipulate board position. * They are also known for debuffs such as Parasite and Crippling Grasp. * Their main combat units are a cephalyx with 5 drudges. ** Slavers are a pure combat unit whose drudges have gang and shield guard. The insidious scavengers can sneak up the battlefield, letting them ambush or Advance Deploy. ** Benders are more magical support, with the Cephalyx Bender able to channel spells through his drudges. He is able to shoot a spray, explode a drudge to do pow12 to all enemies within 2", or massively increase the stats of a single warrior. Cephalyx are known as Cryx allies, and while there is a lot of overlap in combat swarms and debuffs, Cephalyx have a lot more focus on movement spells and synergies between models. == Which Caster is for me? == === [[Exulon Thexus]] === Exulon Thexus is a magical master of positioning and debuffing opponents for the rest of the army to finish off. Key is his feat and telekinesis, which can nudge threat ranges by 4", cluster opponents up for cephalyx' many sprays, move them away from scenario, or part them to make a line for assassination. === [[Cognifex Cyphon]] === === [[Iron Lich Asphyxious]] === Asphyxious is the magical master, leaning into magical assassination and extreme armour debuffs: -5arm on a target if he wants. He is also one of the better 2nd wave melee fighters, bringing pow15 (which can also benefit from -5 in debuffs) attacks that autohit once hitting once, and can replenish focus for up to 14 attacks. === [[Mortenebra, Numen of Necrogenesis]] === {{Dark Operations Footer}} d70ebd82ae1792f81aad5cd51a2d8ed454b31e34 Template:Force Barrier 10 444 1405 2024-08-16T03:48:58Z EchoStrike11 36 Created page with "'''Force Barrier''' - This model gains +2 DEF against ranged attack rolls and gains Resistance: Blast." wikitext text/x-wiki '''Force Barrier''' - This model gains +2 DEF against ranged attack rolls and gains Resistance: Blast. 7329f51082c9a0f070e23c39272986857218fdbb Iron Lich Asphyxious 0 441 1406 1398 2024-08-16T03:50:35Z Gedditoffme 2 /* List Design */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Scout]] [[Warcaster]]'''</span><BR> <!-- Flavour text from official selling points --> For sixteen centuries he has gathered lore, mastered war and the arcane arts, and become as formidable a creature as has ever walked the face of Caen. He looks to orchestrate the will of Toruk, see the Dragon's empire encompass the mainland, drown its cities in blood, and release a never-ending tide of souls from which he can drink and draw power. Asphyxious leaves behind ashen fields of lifeless grasses and withered trees. Blackened corpses and bubbling pools of gore are all that remain of his victims. The demands of his iron body create a ravenous thirst for fresh souls. The powerful iron carapace grants great physical strength, and his iron talons wield the ensorcelled Soulsplitter—a twin-pronged spear bathed in raw entropy. [[File:IronLichAsphyxious.jpg|thumb|right]] == Statistics == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Asphyxious1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities=== * '''Undead''' * '''Pathfinder''' * '''Dark Rituals''' - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. * '''Ghost Shield''' - This model gains +1 ARM for each soul token currently on it. * '''Soul Taker: Cull Soul''' - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point. ===Weapons=== {{Melee Weapon| Soulsplitter |6|2|15|* '''Magical Weapon''' *'''Sustained Attack''' - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.}} === Feat: Consuming Blight === Enemy models currently in Asphyxious' control range suffer an unboostable POW 5 damage roll. Consuming Blight damage rolls are simultaneous. Asphyxious then gains up to 7 focus points. He cannot have more focus points than his current ARC as a result of Consuming Blight. === Spells === <!--Try to set templates for the spells, list them out--> {{Breath of Corruption}} {{Hellfire}} {{Parasite}} {{Scything Touch}} {{Teleport}} == Roles and Strengths == <!-- In a sentence or 2, what does this model do?--> Asphyxious is the magical master, leaning into magical assassination and extreme armour debuffs: -5arm on a target if he wants. He is also one of the better 2nd wave melee fighters, bringing pow15 (which can also benefit from -5 in debuffs) attacks that autohit once hitting once, and can replenish focus for up to 14 attacks. * His main schtick is debuffing armour in the extreme. Dark Rituals a parasite on a choice target. Scything touch should be somewhere from turn 1: probably a machine wraith or drudge. Get both on the same target for -5arm: at this level Psychic Assaults are effective pow17, Slaver's Drudges pow19, [[Steelhead Volley Gun Crew]] is pow20 (incl volume fire). Basically anything is hitting hard enough to hurt cohorts. * Feat can enable a magical assassination, with 4 attacks from either Breath of Corruption (auto-hitting pow12) or Hellfire (Rng10, pow14). Can also use Parasite or Scything Touch to reduce armour. * The pow5 damage of his feat isn't too impressive, but you can roll against every model and should get a few. Parasite or scything touch can also increase this. Against low arm models (around 12-13) it can devastate them: getting half the opposing force for not much effort. * Teleport gives him the option to charge a heavy, lay waste to it in melee then disappear away from retaliation. == Downsides == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Does nothing to help the survivability or threat range of his army, nor their ability to hit * He's about as subtle as a brick: "How will I stab you, Magically blast you or debuff you to oblivion today?". This still gives you a lot of options though == Tricks == <!-- dot point list of cool plays and combos--> * Breath of corruption does a pow12 when it misses, meaning you can use it on high def enemies (incl warcasters) to guarantee a boostable damage roll. * When using Dark Rituals, you can either channel through a drudge who is expendable (and can tough), or a Cephalyx who will never die from a single d3 damage (due to 5 hp). * Use Grave Robbing to gain a soul, and cast Parasite on an enemy. With Ghost Shield Asphyxious is now def15, arm18, which is getting respectable for a late-game bully. * Scything touch triggers for being within 2", not in melee. This means a model with less than 2" melee RNG can engage an enemy with <2" melee RNG without giving them the target in melee bonus. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Multishot guns work well, combining with the potential armour swings. Look for [[Carver Ultimus]] and [[Steelhead Volley Gun Crew]] for multi-shot volume fire guns. * Large swarms of infantry, even the humble [[Cephalyx Mind Slaver & Drudges]] also benefit from armour debuffs. * [[Machine Wraith]] is a fast, difficult to remove model that can hold Scything Touch for others to benefit from. Incorporeal also reduces the chance of getting in the way of melee movements. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == * Asphyxious1 was one of the original Cryx casters. When Mk4 added a 4th scout caster to each legacy army, Dark Operations gained him as the main broker of the Cryx-Cephalyx alliance. {{Dark Operations Footer}} 6d87631681a27b3f30c51c278da61b78e77c4d76 Template:Stormcall 10 445 1407 2024-08-16T03:51:47Z EchoStrike11 36 Created page with "'''Stormcall''' - Attacks with this weapon ignore concealment, cover, and Stealth." wikitext text/x-wiki '''Stormcall''' - Attacks with this weapon ignore concealment, cover, and Stealth. 2931e6c75d6986bc81ebb5d828ff1359791869e7 Exulon Thexus 0 431 1408 1400 2024-08-16T03:52:07Z Gedditoffme 2 /* Recommended choices */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Warcaster]]'''</span><BR> <!-- Flavour text from official selling points --> Rising from an endless complex of tunnels beneath the earth, Exulon Thexus leads the armies of the inscrutable cephalyx in their cruel assaults. A master manipulator, this potent warcaster controls the minds and bodies of [its] own troops and the enemy alike. With terrifying precision Exulon Thexus can push [its] troops beyond the breaking point and scatter the forces of [its] enemies with the fell power of [its] alien mind. [[File:Thexus1.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Thexus''' || <!--Spd--> 6 || <!--AAT--> 8|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 8 || <!--Ctrl--> 16|| <!--HP--> 17 |} ===Abilities:=== * '''Pathfinder''' * '''Dark Rituals''' - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. * '''Sacrificial Pawn [Monstrosity]''' - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Monstrosity within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. ===Weapons=== {{Melee Weapon|Prosthetic Bladex x2|6|2|12|* '''Bewitch''' - After this attack has been resolved, take control of target living enemy non-Leader warrior model hit by this attack. You can immediately make a full advance with the enemy model followed by a basic attack, then Bewitch expires. A model can be affected by Bewitch only once per turn. *'''Inflict Pain''' - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.}} === Feat: Telekinetic Tide === Push each enemy non-Leader model currently in Thexus' control range 2" in any direction === Spells === <!--Try to set templates for the spells, list them out--> {{Crippling Grasp}} {{Deceleration}} {{Hex Blast}} {{Influence}} {{Revive}} {{Telekinesis}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Exulon Thexus is a magical master of positioning and debuffing opponents for the rest of the army to finish off. Key is his feat and telekinesis, which can nudge threat ranges by 4", cluster opponents up for cephalyx' many sprays, move them away from scenario, or part them to make a line for assassination. * Strong against shooting due to Deceleration. This gives drudges arm 17, Cephalyx arm 15 (5box, stealth) and Monstrosities arm19 against shooting attacks. All of these are starting to hit breakpoints where they're more likely to live than die. * Resilient against assassinations, relative to other 'wizard' casters. If he has a bodyguard monstrosity in backlines he can pawn all shooting off, and 15/16 is a good profile to start with for a backline caser. * Crippling Grasp or Hex Blast channeled through warriors can either drop stats (mainly def and arm) or strip upkeeps (eg arm buffs) to allow other models to kill them. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * After using his feat, he can struggle with attrition, as generally cephalyx lose pieces quickly once lines close. It is common to get 3+ points up on scenario then slowly lose it over the long term. == Tricks: == <!-- dot point list of cool plays and combos--> Oh man, this guy is nothing but tricks * You can shoot a hex blast at opponents AD: run an AD mind slaver, place drudge forward and TK it should give range to fire a Hex Blast 10" forward. * Influence can be used if opponents have a good weapon: especially those applying debuffs like grievous wounds, rust and the like. It can also cast on incorporeal models (if they have weapons) to attack and clear incorporeal. * When using Dark Rituals, you can either channel through a drudge who is expendable (and can tough), or a Cephalyx who will never die from a single d3 damage (due to 5 hp). * Telekinetic tide has many uses, and can do all of them at the same time to different targets ** Move enemies away from contesting or scoring scenario objectives ** Move them forward to bring into your threat range ** Clump them together for sprays, Mind Bursts or threshers ** Clear a line of models that was blocking a charge or subduer drag to a juicy target ** Move beasts out of control range - potentially making them frenzy if they have fury and starving warlocks of the fury next turn * In a pinch, ET's own melee weapons have Bewitch and Inflict Pain. Targeting a beast, he can add a fury (to increase frenzy risk or max them out to prevent transfers) and move them out of control range / objective. Just hope the beast frenzies away or can be destroyed by something else, because I don't like your chances if it comes back to ET. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * ET goes really well with both [[Carver Ultimus]] and [[Magnus the Unstoppable]]. He is friendly faction to both, so spreads Deceleration to make both attached cohorts arm24 to shooting. Telekinesis can work on either to threat further, as can Telekinetic tide on enemies. Crippling Grasp helps both, though the Pig's multiple shots take debuffs really well. In duelling enemy Pigs, a swarm of [[Cephalyx Mind Slaver & Drudges]] with shield guards can't hurt either. * [[Cephalyx Dominator]] with Steelhead or [[Horgenhold Artillery Corps| Horgenhold]] Artillery make good use of Crippling Grasp, and telekinesis to get in range and aim. [[Steelhead Mortar Crew]] apply crater (-2 speed) from extreme range, which adds to ET's ability to control the enemy. * [[Cephalyx Mind Bender & Drudges]] appreciate Telekinetic tide to cluster enemy infantry, likely getting a whole unit in a 2" bubble, letting a drudge slip in and be Mind Burst (Pow12 on all within 2"). The Psychic Assault (also on [[Cephalyx Overlords]] and [[Doctor Stygius]] can also benefit from moving enemies into a line. * [[Doctor Stygius]] has a lot of spell slave options: in decreasing order of usefulness Telekinesis, Revive, Hex Blast, or Influence making him one of the more versatile spell slaves in the game. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> : Exulon Thexus :10 Subduer :12 Wrecker :20 Carver Ultimus :: War Boar MMD47 :2 Cephalyx Agitator 1 :2 Cephalyx Agitator 2 :3 Doctor Stygius :2 Machine Wraith :6 Cephalyx Dominator & Steelhead Mortar Crew 1 :6 Cephalyx Dominator & Steelhead Mortar Crew 2 :6 Cephalyx Mind Bender & Drudges 1 :6 Cephalyx Mind Bender & Drudges 2 :6 Cephalyx Mind Bender & Drudges 3 :6 Cephalyx Mind Slaver & Drudges 1 :6 Cephalyx Mind Slaver & Drudges 2 :6 Cephalyx Mind Slaver & Drudges 3 : Defenses :: DEFENSE 1 - Barrier :: DEFENSE 1 - Barrier :: DEFENSE 1 - Spike Trap :PC COMMAND CARD :: Blessing of the Gods :: Careful Reconnaissance :: Defenses :: Hit & Run ::1 Savagery :TOTAL POINTS 100/100 == Battle Reports == == Lore and Trivia == * Exulon is often known as "ET" * He was the original Cephalyx warcaster, and included in the previous starter army box {{Dark Operations Footer}} 9bdc56d65045be67b513b31379a317f8f7de303f Storm Callers 0 414 1409 1317 2024-08-16T03:54:36Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Unit]]'''</span> [[File:Cygnar-Storm_Callers.webp|thumb|right]] ''Model description placeholder.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Storm Callers''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 11 || <!--HP--> 1 |} 3 Grunts for 5pts ===Abilities:=== * '''Resistance: Electricity''' * {{Dual Attack}} * {{Force Barrier}} * '''Reposition [3"]''' ===Weapons=== {{Ranged Weapon|<!--Name-->Storm Vortex|<!--RAT-->6|<!--RNG-->10|<!--ROF-->1|<!--AOE-->2|<!--POW-->12/6| * '''Damage Type: Magical''' * '''Damage type: Electricity''' * '''Power Multiplier''' - Models in this unit gain a +1 cumulative bonus to ranged attack and ranged damage rolls for each other model in this unit that has directly hit an enemy model with a ranged attack this activation. * {{Stormcall}} }} {{Melee Weapon|<!--Name-->Lightning Rod|<!--MAT-->5|<!--RNG-->2|<!--POW-->12| * {{Electro Leap}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're shooting specialists who power each other up each time the unit directly hits. <!-- How do they do it, what do they excel at?--> * With both Stormcall and magical damage, they can ignore a lot of anti-shooting tech. * Force barrier helps them survive better than their terrible stats would suggest. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Even with force barrier, they are fragile. * Power Multiplier loses value if the unit's first attack misses. == Synergy == <!-- Which models work well with this? --> * Taking [[snipe]] from the rack can help Storm Callers deliver their attacks, and keep them further away from danger. * [[Mechanik Adept Sparkhammer]] gives them rerolls on their ranged attacks with his feat as well as Ionization to buff their Electricity damage. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 6f22568ae961bbfc27f77e4dae7c25943650d8cc Template:Electrocutioner 10 446 1410 2024-08-16T04:08:48Z EchoStrike11 36 Created page with "'''Electrocutioner''' - A model directly hit by this attack suffers a cumulative -1 DEF for one turn unless it has Resistance: Electricity. When a model without Resistance: Electricity is directly hit with three or more Electrocutioner attacks in the same turn, it becomes stationary for one round." wikitext text/x-wiki '''Electrocutioner''' - A model directly hit by this attack suffers a cumulative -1 DEF for one turn unless it has Resistance: Electricity. When a model without Resistance: Electricity is directly hit with three or more Electrocutioner attacks in the same turn, it becomes stationary for one round. 9932dd1f73c5b967b1a8d56b80f8028810fceb02 Template:Thunderbolt 10 447 1411 2024-08-16T04:14:51Z EchoStrike11 36 Created page with "'''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed." wikitext text/x-wiki '''Thunderbolt''' - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. 2e8606aa85a1b796ce1f86178c5c840451927437 Skorne Army of the Western Reaches 0 132 1412 475 2024-08-16T07:37:49Z Shamgi 22 wikitext text/x-wiki == Why Play Army of the Western Reaches == Western Reaches represents the primary military arm of the Skorne empire in the west, and it boasts durable infantry that can require a lot of effort to remove for it's cost paired with casters that can buff both their defenses and their damage. Alongside this are Skorne warbeasts, which are durable and capable of extensive amounts of damage, pound for pound. == Which Caster is for me? == === [[Primus Jalaam]] === Boasting a solid gun, powerful threat extension, and perhaps one of the strongest feats in the entire game, Jalaam is a shifty and flexible caster, capable of good turn by turn personal output even as he supports his battle group with Warpath. === [[Supreme Archdomina Makeda]] === Makeda has the ability to keep her high value troops around for a very long time thanks to Stay Death, and both Deflection and Dash help her deliver them. Her feat is fairly straightforward, though the bevy of tough options within the faction make steady a powerful tools, and the ability for the faction to get into very unusual places means that boosted attack rolls can lead to some very interesting assassinations. === [[Xerxis, the Fury of Halaak]] === Xerxis makes slow beasts fast and fast beasts faster, while boasting a feat that is of massive use in SR24 and allows him to go the widest of any caster in the entire game without issue. Strangehold can be extremely expensive to cast, but it also gives him strong control options. === [[Lord Tyrant Zaadesh]] === Zaadesh is very good at taking it on the chin: he's all but immune to 99% of ranged assassinations, and his feat can make melee alpha lists think twice about getting close. Clouds to deliver his infantry and Inviolable Resolve round out his defensive options. == Warbeasts == '''Lights(40mm)''' *[[Basilisk Krea]] *[[Cyclopes Brute]] *[[Cyclopes Raider]] *[[Cyclopes Savage]] *[[Razor Worm]] '''Heavies(50mm)''' *[[Archidon]] *[[Bronzeback Titan]] *[[Molik Karn]] *[[Rhinodon]] *[[Tiberion]] *[[Titan Cannoneer]] *[[Titan Gladiator]] *[[Titan Sentry]] '''Gargantuans''' *[[Desert Hydra]] *[[Mammoth]] ==Battle Engines== *[[Siege Animantarax]] ==Solos== *[[Adeptius Marketh]] *[[Mortitheurge Willbreaker]] *[[Tyrant Rhadeim]] *[[Tyrant Zaadesh]] *[[Venator Dakar]] ==Units== *[[Cataphract Arcuarii]] *[[Cataphract Cetrati]] *[[Cataphract Incindiarii]] *[[Legends of Halaak]] *[[Paingiver Beast Handlers]] *[[Praetorian Ferox]] *[[Praetorian Karax]] *[[Praetorian Keltarii]] *[[Praetorian Swordsmen]] *[[Tyrant Commander and Standard Bearer]] *[[Venator Catapult Crew]] *[[Venator Flayer Cannon Crew]] *[[Venator Reivers]] *[[Venator Slingers]] ==Command Attachments== *[[Tyrant Vorkesh]] *[[Praetorian Karax Officer and Standard]] *[[Praetorian Swordsmen Officer and Standard]] *[[Venator Reiver Officer and Standard]] =Mercenaries= ==Mercenary Solos== *[[Carver Ultimus]] *[[Magnus the Unstoppable]] {{Army of the Western Reaches Footer}} 4cf8dabd4e81b57f796075351924e012532e1f23 Primus Jalaam 0 135 1413 923 2024-08-16T07:44:23Z Shamgi 22 wikitext text/x-wiki === [[Primus Jalaam]] === <!-- Flavour text from official selling points --> The northern reaches of the Skorne Empire are a wild untamed place where beasts like the hydra and mammoth roam—only the fiercest of skorne prosper here. Among them is Primus Jalaam, one of the greatest hunters of his people, a cunning warlock who feels no shame killing his enemies at a distance. He is as effective stalking intelligent prey as are the beasts of his homeland. [[File:Jalaam.webm|thumb|Primus Jalaam]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 16 |} ===Abilities:=== '''Hunter''': This model ignores concealment and cover when making ranged attacks. '''Prey''': After deployment but before the first player's turn, choose an enemy model/unit to be this models/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey. '''Resourceful''': This model can upkeep spells on models in its battlegroup without spending focus or fury points ===Weapons=== {{Ranged Weapon|Reiver|7|12|1|-|10|*'''Magical, Pistol'''}} *'''Grievous Wounds''': A model hit by this weapon loses Tough and cannot have damage removed from it for one round. *'''Volume Fire''': Gain +1 to attack and damage rolls with this weapon against medium based models and +2 to attack and damage rolls against larger-based models. *'''Reload[1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} {{Melee Weapon|Blade|7|1|12|*'''Magical'''}} *'''Grievous Wounds''': A model hit by this weapon loses Tough and cannot have damage removed from it for one round.}} === Feat: Hide in Sight === When an enemy model makes an attack roll against a friend Faction model in Jalaam's control range, the enemy model rolls one less die. Hide in Sight lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Artifice of Deviation}} {{Deadeye}} {{Scavenger's Blessing}} {{Vanish}} {{Warpath}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Jalaam boasts high personal ranged output with his gun and the bevy of special rules to support it, while also extending the threat range of his army. His feat is massively powerful, and can often lead to opponents failing to kill a single model if used correctly. <!-- How do they do it, what do they excel at?--> * Jalaam has extremely reliable personal output with his gun: with prey to pick something to kill, Volume Fire and Hunter to make it much easier to hit, and Grievous Wounds to bypass healing effects, his ability to remove two troopers a turn, slowly chip away at a heavy, or threaten a caster means he can do a lot of things into a lot of matchups. * Warpath means the opponent must be extremely wary of his threat ranges, as Skorne beasts can reach some extremely long threats under his watch. * His feat allows him to cause some massive headaches, one less die causes major issues with enemy accuracy, and any sort of benefit that adds to defense, such as cover or attacking over an obstacle, can lead his models to be straight up unhittable by many things. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * At a 15/15, Jalaam is very fragile, and requires a ton of army support to ensure he can survive. This is not helped by the fact that Jalaam often wants to spend his entire fury stack, turn by turn, which can leave him extremely open to dying. He also lacks any sort of damage buff, which can hurt him into real heavy armor. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Army of the Western Reaches Footer}} 383eb17fef2423483bdc8b82e75c4f75d6fd2439 1414 1413 2024-08-16T07:46:35Z Shamgi 22 wikitext text/x-wiki === [[Primus Jalaam]] === <!-- Flavour text from official selling points --> The northern reaches of the Skorne Empire are a wild untamed place where beasts like the hydra and mammoth roam—only the fiercest of skorne prosper here. Among them is Primus Jalaam, one of the greatest hunters of his people, a cunning warlock who feels no shame killing his enemies at a distance. He is as effective stalking intelligent prey as are the beasts of his homeland. [[File:Jalaam.webm|thumb|Primus Jalaam]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 15 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 16 |} ===Abilities:=== '''Hunter''': This model ignores concealment and cover when making ranged attacks. '''Pathfinder''' '''Prey''': After deployment but before the first player's turn, choose an enemy model/unit to be this models/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey. '''Resourceful''': This model can upkeep spells on models in its battlegroup without spending focus or fury points ===Weapons=== {{Ranged Weapon|Reiver|7|12|1|-|10|*'''Magical, Pistol'''}} *'''Grievous Wounds''': A model hit by this weapon loses Tough and cannot have damage removed from it for one round. *'''Volume Fire''': Gain +1 to attack and damage rolls with this weapon against medium based models and +2 to attack and damage rolls against larger-based models. *'''Reload[1]''': This model can spend 1 focus or fury point to make one additional ranged attack with this weapon during its Combat Action. }} {{Melee Weapon|Blade|7|1|12|*'''Magical'''}} *'''Grievous Wounds''': A model hit by this weapon loses Tough and cannot have damage removed from it for one round.}} === Feat: Hide in Sight === When an enemy model makes an attack roll against a friend Faction model in Jalaam's control range, the enemy model rolls one less die. Hide in Sight lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Artifice of Deviation}} {{Deadeye}} {{Scavenger's Blessing}} {{Vanish}} {{Warpath}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Jalaam boasts high personal ranged output with his gun and the bevy of special rules to support it, while also extending the threat range of his army. His feat is massively powerful, and can often lead to opponents failing to kill a single model if used correctly. <!-- How do they do it, what do they excel at?--> * Jalaam has extremely reliable personal output with his gun: with prey to pick something to kill, Volume Fire and Hunter to make it much easier to hit, and Grievous Wounds to bypass healing effects, his ability to remove two troopers a turn, slowly chip away at a heavy, or threaten a caster means he can do a lot of things into a lot of matchups. * Warpath means the opponent must be extremely wary of his threat ranges, as Skorne beasts can reach some extremely long threats under his watch. * His feat allows him to cause some massive headaches, one less die causes major issues with enemy accuracy, and any sort of benefit that adds to defense, such as cover or attacking over an obstacle, can lead his models to be straight up unhittable by many things. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * At a 15/15, Jalaam is very fragile, and requires a ton of army support to ensure he can survive. This is not helped by the fact that Jalaam often wants to spend his entire fury stack, turn by turn, which can leave him extremely open to dying. He also lacks any sort of damage buff, which can hurt him into real heavy armor. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Army of the Western Reaches Footer}} c3a8e205417b9f827c28b60ccf3c606811d71131 Lord Tyrant Zaadesh 0 448 1415 2024-08-16T07:55:21Z Shamgi 22 Created page with "=== [[Lord Tyrant Zaadesh]] === <!-- Flavour text from official selling points --> Zaadesh rose from a wounded soldier who few thought would return to the field of battle to an influential lord tyrant. In battle, Zaadesh empowers his army to strike with brutal precision and to punish those enemies within reach before they get the chance to strike. He takes every opportunity in these endeavors so that he may one day face Archdomina Makeda, remove her from her seat, and fi..." wikitext text/x-wiki === [[Lord Tyrant Zaadesh]] === <!-- Flavour text from official selling points --> Zaadesh rose from a wounded soldier who few thought would return to the field of battle to an influential lord tyrant. In battle, Zaadesh empowers his army to strike with brutal precision and to punish those enemies within reach before they get the chance to strike. He takes every opportunity in these endeavors so that he may one day face Archdomina Makeda, remove her from her seat, and finally see his own ends come to fruition. [[File:Zaadesh.webm|thumb|Lord Tyrant Zaadesh]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 7 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 6 || <!--Ctrl--> 12|| <!--HP--> 16 |} ===Abilities:=== '''Blade Shield''': This model gains +2 DEF against ranged attack rolls. '''Focused Strike''': When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage. '''Sacrificial Pawn [Warbeast in This Model's Battlegroup]''': When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal warbeast in this model's battlegroup within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. '''Unstoppable''' ===Weapons=== {{Melee Weapon|Deathsong|7|2|12|*'''Magical, Weaponmaster'''}} === Feat: Scorpion's Sting === While in Zaadesh's control range, friendly Faction models gain +2 MAT and +2 to their melee attack damage rolls and Defensive Strike. Scorpion's Sting lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Burning Ash}} {{Flashing Blade}} {{Inviolable Resolve}} {{Killing Ground}} == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Zaadesh combines Skorne's natural resistance against enemy shooting with a feat that makes them very dangerous to approach in melee. He has very strong personal output, able to kill entire units by himself, and his ability to disable enemy warjacks and warbeasts is extremely strong. <!-- How do they do it, what do they excel at?--> * Zaadesh is all but impossible to kill at range, making him an excellent drop into enemy assassinations that rely on gunlines. Sacrificial Pawn ensures that so long as he has a beast nearby, he can't be hit, making him very dangerous to touch. * His feat further allows him to play more risky, as defensive strike with a POW14 weaponmaster swing can kill quite a few models, and paired with Focused Strikes can allow him to scalpel out an enemy cortex of spirit. * His kit is well rounded: clouds allow his army to screen against shooting or charge threats on the way in, his feat provides a hit and a damage buff, and Inviolable Resolve gives him the ability to make his already durable pieces that much tougher == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Zaadesh is the only caster in Western Reaches that has no ability to speed his army up, so he's dependent on either bringing already fast models or ensuring his opponent gets to him right when Zaadesh wants them too, and not before. * Zaadesh needs some guns to force an engagement: without a reliable and threatening ranged presence, an opponent can simply jockey for position and ignore his feat. However, he offers no real buffs to ranged damage, to the pieces he brings need to be powerful on their own. == Tricks: == <!-- dot point list of cool plays and combos--> * == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Army of the Western Reaches Footer}} f00ce57bfc0724b574d90ecb968cc9c917815302 File:Cephalyx-Overlords.jpg 6 449 1416 2024-08-16T08:18:39Z Gedditoffme 2 wikitext text/x-wiki Cephalyx overlords 43aad38c57cc20a977bdfa8f8adea6ebe4f8beb3 Cephalyx Overlords 0 450 1417 2024-08-16T08:36:03Z Gedditoffme 2 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><br> As little as surface dwellers know of the cephalyx, they know even less about the subterranean race's cruel overlords. These dark beings project an alien menace as they hover in the shadows and mentally direct lesser cephalyx in enigmatic errands. That overlords control cephalyx society seems clear, though the details of their hierarchy remains as mysterious as the..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><br> As little as surface dwellers know of the cephalyx, they know even less about the subterranean race's cruel overlords. These dark beings project an alien menace as they hover in the shadows and mentally direct lesser cephalyx in enigmatic errands. That overlords control cephalyx society seems clear, though the details of their hierarchy remains as mysterious as their telepathic communication. With their bulbous and distended heads protected behind smooth shells of leather and brass with multiple glowing eyes, overlords appear even more inhuman than their slaver counterparts. [[File:Cephalyx-Overlords|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Cephalyx overlords''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} 3 models for 5pts ===Abilities:=== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Veteran leader (Drudge)''' While within 10" of this model, friendly drudges gain +1 to attack rolls. *Magic Ability ** Grip of shadows ** Psychic Assault ** Influence ===Weapons=== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Elite magic unit, bringing 3 powerful magic sprays to take down swathes of enemy warriors. Good support too: Veteran leader boosts drudges ability to hit, and grip of shadows helps warcasters and other cephalyx hit their magic attacks. * Stealth, resilience and 3 man unit makes it good for taking and holding objectives. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can struggle into heavier targets, as pow12 hits a ceiling pretty quick * Sometimes struggle to have a clear role during list construction, and pc5 feels a bit much. == Synergy == <!-- Which models work well with this? --> * Either drudge unit for veteran leader to help them hit. * [[Exulon Thexus]] can use and Telekinetic Tide to clump opponents into handy spray lines, and Crippling Grasp boosts hitting power. * [[Iron Lich Asphyxious]] can swing debuffs to effectively make Psychic Assault pow17 == Tricks == <!-- dot point list of cool plays and combos--> * For high def targets, one overlord can grip of shadows to let the others gain +2 to hit. * Influence is niche, but can be used to expose incorporeal enemies or for enemies with powerful effects like Grievous Wounds, Disruptor Bolts and the like. * Ignoring LOS means overlords can spray through forests or buildings and be safe from retaliation. {{Dark Operations Footer}} aa00db407a6c970a76103ef3598b643b23ea9c74 1418 1417 2024-08-16T08:37:32Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><br> As little as surface dwellers know of the cephalyx, they know even less about the subterranean race's cruel overlords. These dark beings project an alien menace as they hover in the shadows and mentally direct lesser cephalyx in enigmatic errands. That overlords control cephalyx society seems clear, though the details of their hierarchy remains as mysterious as their telepathic communication. With their bulbous and distended heads protected behind smooth shells of leather and brass with multiple glowing eyes, overlords appear even more inhuman than their slaver counterparts. [[File:Cephalyx-Overlords.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Cephalyx overlords''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} 3 models for 5pts ===Abilities:=== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Veteran leader (Drudge)''' While within 10" of this model, friendly drudges gain +1 to attack rolls. *Magic Ability ** Grip of shadows ** Psychic Assault ** Influence ===Weapons=== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Elite magic unit, bringing 3 powerful magic sprays to take down swathes of enemy warriors. Good support too: Veteran leader boosts drudges ability to hit, and grip of shadows helps warcasters and other cephalyx hit their magic attacks. * Stealth, resilience and 3 man unit makes it good for taking and holding objectives. * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can struggle into heavier targets, as pow12 hits a ceiling pretty quick * Sometimes struggle to have a clear role during list construction, and pc5 feels a bit much. == Synergy == <!-- Which models work well with this? --> * Either drudge unit for veteran leader to help them hit. * [[Exulon Thexus]] can use and Telekinetic Tide to clump opponents into handy spray lines, and Crippling Grasp boosts hitting power. * [[Iron Lich Asphyxious]] can swing debuffs to effectively make Psychic Assault pow17 == Tricks == <!-- dot point list of cool plays and combos--> * For high def targets, one overlord can grip of shadows to let the others gain +2 to hit. * Influence is niche, but can be used to expose incorporeal enemies or for enemies with powerful effects like Grievous Wounds, Disruptor Bolts and the like. * Ignoring LOS means overlords can spray through forests or buildings and be safe from retaliation. {{Dark Operations Footer}} 47600f67672b6732013dfbbccf0854cd1a90a3f8 1419 1418 2024-08-16T08:40:07Z Gedditoffme 2 /* Role and Strengths: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><br> As little as surface dwellers know of the cephalyx, they know even less about the subterranean race's cruel overlords. These dark beings project an alien menace as they hover in the shadows and mentally direct lesser cephalyx in enigmatic errands. That overlords control cephalyx society seems clear, though the details of their hierarchy remains as mysterious as their telepathic communication. With their bulbous and distended heads protected behind smooth shells of leather and brass with multiple glowing eyes, overlords appear even more inhuman than their slaver counterparts. [[File:Cephalyx-Overlords.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Cephalyx overlords''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} 3 models for 5pts ===Abilities:=== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Veteran leader (Drudge)''' While within 10" of this model, friendly drudges gain +1 to attack rolls. *Magic Ability ** Grip of shadows ** Psychic Assault ** Influence ===Weapons=== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Elite magic unit, bringing 3 magic sprays to take down high def enemy warriors. Good support too: helping allies hit. * Veteran leader boosts drudges ability to hit * Grip of shadows helps warcasters and other cephalyx hit their magic attacks. * Stealth, resilience and 3 man unit makes it good for taking and holding objectives. * Melee is an option into high arm or tough models, with Anatomical precision ignoring both abilities. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can struggle into heavier targets, as pow12 hits a ceiling pretty quick * Sometimes struggle to have a clear role during list construction, and pc5 feels a bit much. == Synergy == <!-- Which models work well with this? --> * Either drudge unit for veteran leader to help them hit. * [[Exulon Thexus]] can use and Telekinetic Tide to clump opponents into handy spray lines, and Crippling Grasp boosts hitting power. * [[Iron Lich Asphyxious]] can swing debuffs to effectively make Psychic Assault pow17 == Tricks == <!-- dot point list of cool plays and combos--> * For high def targets, one overlord can grip of shadows to let the others gain +2 to hit. * Influence is niche, but can be used to expose incorporeal enemies or for enemies with powerful effects like Grievous Wounds, Disruptor Bolts and the like. * Ignoring LOS means overlords can spray through forests or buildings and be safe from retaliation. {{Dark Operations Footer}} 5e9b27b107b5c121b6e0383d361799357f5f8af8 1448 1419 2024-08-17T00:02:32Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><br> As little as surface dwellers know of the cephalyx, they know even less about the subterranean race's cruel overlords. These dark beings project an alien menace as they hover in the shadows and mentally direct lesser cephalyx in enigmatic errands. That overlords control cephalyx society seems clear, though the details of their hierarchy remains as mysterious as their telepathic communication. With their bulbous and distended heads protected behind smooth shells of leather and brass with multiple glowing eyes, overlords appear even more inhuman than their slaver counterparts. [[File:Cephalyx-Overlords.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Cephalyx overlords''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} 3 models for 5pts ===Abilities:=== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Veteran leader (Drudge)''' While within 10" of this model, friendly drudges gain +1 to attack rolls. * '''Magic Ability''' - Performing a Magic Ability special action or special attack counts as casting a spell. ** '''Grip of Shadows''' ( *Action) - This model gains Telemetry for one round. (Other friendly models gain +2 to magic attack rolls against enemy models within 8" of this model.) **'''Influence ( *Attack)'''- Influence is a RNG 10 arcane attack. Take control of target enemy non-Leader warrior model hit. The model immediately makes one basic attack, then Influence expires. A model can be affected by Influence only once per turn. ** '''Psychic Assault '''( *Attack) - Psychic Assault is a RNG SP 8, POW 12 arcane attack. This attack ignores LOS. ===Weapons=== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Elite magic unit, bringing 3 magic sprays to take down high def enemy warriors. Good support too: helping allies hit. * Veteran leader boosts drudges ability to hit * Grip of shadows helps warcasters and other cephalyx hit their magic attacks. * Stealth, resilience and 3 man unit makes it good for taking and holding objectives. * Melee is an option into high arm or tough models, with Anatomical precision ignoring both abilities. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can struggle into heavier targets, as pow12 hits a ceiling pretty quick * Sometimes struggle to have a clear role during list construction, and pc5 feels a bit much. == Synergy == <!-- Which models work well with this? --> * Either drudge unit for veteran leader to help them hit. * [[Exulon Thexus]] can use and Telekinetic Tide to clump opponents into handy spray lines, and Crippling Grasp boosts hitting power. * [[Iron Lich Asphyxious]] can swing debuffs to effectively make Psychic Assault pow17 == Tricks == <!-- dot point list of cool plays and combos--> * For high def targets, one overlord can grip of shadows to let the others gain +2 to hit. * Influence is niche, but can be used to expose incorporeal enemies or for enemies with powerful effects like Grievous Wounds, Disruptor Bolts and the like. * Ignoring LOS means overlords can spray through forests or buildings and be safe from retaliation. {{Dark Operations Footer}} be2f0663fbafd18520f4c16bbcfcc824a07ecb67 1449 1448 2024-08-17T00:03:15Z Gedditoffme 2 /* Role and Strengths: */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><br> As little as surface dwellers know of the cephalyx, they know even less about the subterranean race's cruel overlords. These dark beings project an alien menace as they hover in the shadows and mentally direct lesser cephalyx in enigmatic errands. That overlords control cephalyx society seems clear, though the details of their hierarchy remains as mysterious as their telepathic communication. With their bulbous and distended heads protected behind smooth shells of leather and brass with multiple glowing eyes, overlords appear even more inhuman than their slaver counterparts. [[File:Cephalyx-Overlords.jpg|thumb|right]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Cephalyx overlords''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} 3 models for 5pts ===Abilities:=== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Veteran leader (Drudge)''' While within 10" of this model, friendly drudges gain +1 to attack rolls. * '''Magic Ability''' - Performing a Magic Ability special action or special attack counts as casting a spell. ** '''Grip of Shadows''' ( *Action) - This model gains Telemetry for one round. (Other friendly models gain +2 to magic attack rolls against enemy models within 8" of this model.) **'''Influence ( *Attack)'''- Influence is a RNG 10 arcane attack. Take control of target enemy non-Leader warrior model hit. The model immediately makes one basic attack, then Influence expires. A model can be affected by Influence only once per turn. ** '''Psychic Assault '''( *Attack) - Psychic Assault is a RNG SP 8, POW 12 arcane attack. This attack ignores LOS. ===Weapons=== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Role and Strengths == <!-- In a sentence or 2, what does this model do?--> Elite magic anti-infantry unit, bringing 3 magic sprays to take down high def models. Good support too: helping allies hit. * Veteran leader boosts drudges ability to hit * Grip of shadows helps warcasters and other cephalyx hit their magic attacks. * Stealth, resilience and 3 man unit makes it good for taking and holding objectives. * Melee is an option into high arm or tough models, with Anatomical precision ignoring both abilities. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can struggle into heavier targets, as pow12 hits a ceiling pretty quick * Sometimes struggle to have a clear role during list construction, and pc5 feels a bit much. == Synergy == <!-- Which models work well with this? --> * Either drudge unit for veteran leader to help them hit. * [[Exulon Thexus]] can use and Telekinetic Tide to clump opponents into handy spray lines, and Crippling Grasp boosts hitting power. * [[Iron Lich Asphyxious]] can swing debuffs to effectively make Psychic Assault pow17 == Tricks == <!-- dot point list of cool plays and combos--> * For high def targets, one overlord can grip of shadows to let the others gain +2 to hit. * Influence is niche, but can be used to expose incorporeal enemies or for enemies with powerful effects like Grievous Wounds, Disruptor Bolts and the like. * Ignoring LOS means overlords can spray through forests or buildings and be safe from retaliation. {{Dark Operations Footer}} 5e2caeb0fa82fd7631e4ec947a07f18fbed41f38 1450 1449 2024-08-17T00:03:36Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><br> As little as surface dwellers know of the cephalyx, they know even less about the subterranean race's cruel overlords. These dark beings project an alien menace as they hover in the shadows and mentally direct lesser cephalyx in enigmatic errands. That overlords control cephalyx society seems clear, though the details of their hierarchy remains as mysterious as their telepathic communication. With their bulbous and distended heads protected behind smooth shells of leather and brass with multiple glowing eyes, overlords appear even more inhuman than their slaver counterparts. [[File:Cephalyx-Overlords.jpg|thumb|right]] == Statistics == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Cephalyx overlords''' || <!--Spd--> 6 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} 3 models for 5pts ===Abilities=== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Veteran leader (Drudge)''' While within 10" of this model, friendly drudges gain +1 to attack rolls. * '''Magic Ability''' - Performing a Magic Ability special action or special attack counts as casting a spell. ** '''Grip of Shadows''' ( *Action) - This model gains Telemetry for one round. (Other friendly models gain +2 to magic attack rolls against enemy models within 8" of this model.) **'''Influence ( *Attack)'''- Influence is a RNG 10 arcane attack. Take control of target enemy non-Leader warrior model hit. The model immediately makes one basic attack, then Influence expires. A model can be affected by Influence only once per turn. ** '''Psychic Assault '''( *Attack) - Psychic Assault is a RNG SP 8, POW 12 arcane attack. This attack ignores LOS. ===Weapons=== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} == Role and Strengths == <!-- In a sentence or 2, what does this model do?--> Elite magic anti-infantry unit, bringing 3 magic sprays to take down high def models. Good support too: helping allies hit. * Veteran leader boosts drudges ability to hit * Grip of shadows helps warcasters and other cephalyx hit their magic attacks. * Stealth, resilience and 3 man unit makes it good for taking and holding objectives. * Melee is an option into high arm or tough models, with Anatomical precision ignoring both abilities. == Downsides == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Can struggle into heavier targets, as pow12 hits a ceiling pretty quick * Sometimes struggle to have a clear role during list construction, and pc5 feels a bit much. == Synergy == <!-- Which models work well with this? --> * Either drudge unit for veteran leader to help them hit. * [[Exulon Thexus]] can use and Telekinetic Tide to clump opponents into handy spray lines, and Crippling Grasp boosts hitting power. * [[Iron Lich Asphyxious]] can swing debuffs to effectively make Psychic Assault pow17 == Tricks == <!-- dot point list of cool plays and combos--> * For high def targets, one overlord can grip of shadows to let the others gain +2 to hit. * Influence is niche, but can be used to expose incorporeal enemies or for enemies with powerful effects like Grievous Wounds, Disruptor Bolts and the like. * Ignoring LOS means overlords can spray through forests or buildings and be safe from retaliation. {{Dark Operations Footer}} b6f1a2b264a436045901f69b6f8802d3cdf7d2c4 Courser 0 426 1420 1373 2024-08-16T09:43:29Z Kaptajn Congoboy 39 wikitext text/x-wiki [[Category: Light Warjack]] = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Light Warjack]]'''</span> [[File:Cygnar-Courser_Warjack.webp|thumb|right]] ''Lighter and swifter than the Stryker, the Courser is the second of Cygnar’s new generation of warjacks to enter production. Electrically insulated to protect the machine from the sheer ambient force of its own galvanic weaponry, the Courser is a sophisticated weapon platform capable of delivering thunderous death to its warcaster’s enemies. .'' == '''This page is a work in progress''' == == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | HP |- | ''' Courser ''' || 6 || - || 6 || 7 || 13 || 16 || 26 |} 6-11 points ===Abilities=== * {{Light Warjack}} * [[Dual Attack]] * '''Resistance: Electricity''' ===Weapon options=== ====Left Arms==== {{Melee Weapon|Electrified Shield |6|1|11| * Shield * Shock Field: If a warjack hits this model with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Fiedl while this weapon system is crippled}} {{Ranged Weapon| Electro Grenade Launcher |7|12|1|2|10/7| * Damage type: Electricity. * {{Arcing Fire}} }} {{Ranged Weapon| Light Mag-Bolter |6|10|d3|-|10| * Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy moel hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it. }} {{Melee Weapon|Voltaic Punching Spike |6|1|12| * Critical Armor-Piercing - On a critical hit, when calculating damage from this weapon, halve the base ARM stats of the model hit }} ====Right Arms==== {{Ranged Weapon| Mag-Bolter |7|14|1|-|6| * Armor-Piercing - When calculating damage from this weapon, halve the base ARM stats of models hit. }} {{Melee Weapon|Voltaic Broadsword |6|1|14| * Critical Thunderclap - On a critical hit, models hit without Resistance: Electricity become knocked down. }} {{Melee Weapon|Voltaic Spear |6|2|12| * {{Set Defense}} * Electro Leap - When a model is directly hit with a basic attack with this weapon, you can have lightning arc to the nearest model within 3" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap. }} '''Heavy Stormthrower:''' {| class="wikitable" |{{Melee Weapon|Voltaic Blade|6|1|12| }} |- | {{Ranged Weapon|Voltaic Stormthrower|7|12|1|-|12| * [[Pistol]] * Damage type: Electricity. }} |} ====Heads==== * Granted: {{Advance Deployment}} * Granted: {{Arc Node}} * Granted: {{Dodge}}, '''Dodge - This model can advance up to 2" immediately after an enemy attack that misses it is resolved.''' * Granted: {{Shield Guard}} == Roles and strengths == The Courser is is a relatively cheap light warjack capable of both a ranged and a harassing melee role. ===Melee=== * The Voltaic Spear means the Courser can hide behind walls and sit at a comfortable DEF 17 against charging models, or DEF20 under Captain Calder's feat. This is often paired with an Electrified Shield for increased durability, which also combines well with Shield Guard. * The Voltaic Broadsword, while more powerful than the spear, lacks any defensive abilities, only has RNG1 and has an unreliable critical hit. At the same cost it tends to lose out to the Voltaic Spear, but with Positive Charge, up to 4 Shield Guard Coursers is possible for only 6 points per jack, combining the broadsword with the crit AP Punching Spike. * The Voltaic Punching spike is very cheap. It is thus a common choice for a Shield Guard Courser combined with a good ranged option. ===Combined Arms=== The Courser is less of an everyman than its Stryker Colleague * A common build is a Punching Spike, Heavy Stormthrower and Shield Guard Head. This is a 7pts package that can do very good damage with its RNG12 POW12 Stormthrower (POW14 under Ionization), can take a few shots to save other models, and when all else fails it can try for a crit or two with its Punching Spike. Just remember the Stormthrower has a POW12 blade as well! ===Ranged=== The Coursers ranged options are quite varied and its RAT7 means it is very much a ranged warjack. * Dodge heads can enable it to shoot and scoot (it is DEF15 under Deflection and loves Barriers and Walls) and the Arc Node or AD head can synergy well with a ranged build. * The Heavy Stormthrower is mentioned above and is likely the Courser's most taken armament. It also comes with a melee blade! * The Mag-Bolter can sometimes feel weak at POW6 but is fully capable of taking advantage of medium armoured foes, or benefiting from enemies that have lost Shield Systems or are being debuffed. * The Rapid Fire Light Mag Bolter is interesting for its Beat Back ability to move enemy models where you want them, but beware its random d3 ROF. * The Electro Grenade Launcher tends to be overshadowed by the much better longer ranged AOE weapon of the Stryker, and is as expensive as a Heavy Stormthrower. == Downsides == * Lacking the Accumulator rule of the Stryker, the Courser needs warcaster or Arcane Mechanik attention to fully max out its focus potential. * The Courser has ARM16, 26 boxes and, even with a Electrified Shield, will crumble fast if hit. * It doesn't come with an easy way to get Pathfinder outside of [[Mechanik Adept Sparkhammer]], [[Onslaught]] from the spell rack or the [[Careful Reconnaissance]] command card. * It isn't well suited to offensive melee. == Synergy == * The Courser is a good target for Major Anson Wolfe's Positive Charge. Its Shield Guard head is the only access the Storm Legion has to this ability. It works well with most casters. * * [[Lieutenant Sara Brisbane]] can take one. It's safer for her to take ranged weapon options. == Tricks == {{Storm Legion Footer}} 8f5aba718c4cbc16f7d504d759f6f2b5cef6944f Storm Lance Legionnaires 0 408 1421 1304 2024-08-16T09:55:16Z Kaptajn Congoboy 39 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Storm_Lance_Legionnaires.webp|thumb|right]] ''The Storm Lance Legionnaires are the heavy cavalry of the Storm Legion. Clad in Legionnaire armor astride heavily armored and insulated warhorses, the Storm Lances charge headlong into the enemy as the vanguard of Cygnar’s forces. Their lances are capable of both brutal charges and searing electrical attacks.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Storm Lance Legionnaires''' || <!--Spd--> 8 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 10pts ===Abilities:=== * '''Resistance: Electricity''' * {{Dual Attack}} * {{Unstoppable}} * {{Cavalry}} * '''Reposition [3"]''' * {{Unyielding}} ===Weapons=== {{Ranged Weapon|<!--Name-->Lightning Pulse|<!--RAT-->6|<!--RNG-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * [[Pistol]] * Damage type: Electricity * {{Electro Leap}}}} {{Melee Weapon|<!--Name-->Lance|<!--MAT-->7|<!--RNG-->2|<!--POW-->14| * {{Brutal Charge}} * {{Critical Thunderclap}}}} {{Melee Weapon|<!--Name-->Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->9|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're premium heavy cavalry with ranged attacks on the side. <!-- How do they do it, what do they excel at?--> * Hard hitting charge with a very long threat range. ** With the cavalry advantage they get boosted charge attacks, improving both their chances of hitting and their chances to crit. * Good armor and 5 boxes each, especially in melee. * With both Dual Attack and the Pistol weapon quality, they have very flexible options for using their ranged attacks even when they're stuck into melee. * Multiple initials plus Electro Leap help them clear groups of enemies. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are very expensive. == Synergy == * The Legionnaire Officer can grant them Pathfinder through its [[March]] Battle Plan. * Defensive spells from the rack like [[Deflection]] and [[Arcane Shield]] help to protect your investment. * Captain Madison Calders [[Crusader's Call]] increase their charge threat range to 15 inches, which is quite respectable for a unit. * Major Anson Wolfe's [[Lightning Tendrils]] can be put on them in a pinch, which gives their Shields and Lances [[Electro Leap]]. This means a single Storm Lance potentially can destroy 9 enemy models with its melee == Tricks == * And Arcane Shielded unit of Storm Lances can operate at the flanks of your army and provide an 16-20" ranged harassement unit (Repositioning out to avoid being attacked in return) and/or charge in to dominate a flank. They will usually require som actual attention to remove, and can deny your opponent objectives. This tactic works with almost all the casters, and Sparkhammer can even sometimes cover the nearest with Deflection when he increases his CTRL range to 16". {{Storm Legion Footer}} 65fad6211f8af74241ee7c35dc27c2c37ae98be1 Cygnar Storm Legion 0 42 1422 1114 2024-08-16T09:56:09Z Kaptajn Congoboy 39 wikitext text/x-wiki [[File:Cygnar_Banner.webp|right|text-top|400px]] == Why Play Storm Legion == [[File:Storm Legion Starter Banner.webp|thumb]] Cygnar are presented as the protagonists of the Warmachine setting, though not without some moral ambiguity. They are one of the most technologically advanced factions and were the first human nation to create warjacks. With prominent combinations of electrical themes and an abundance of ranged attack options, the Cygnar Storm Legion primarily make use of buffs to enhance armor and range and exploit attack lanes. == Which Caster is for me? == === [[Captain Athena di Baro]] === === [[Captain Madison Calder]] === === [[Captain Raef Huxley]] === Clad in a galvanically charged suit of advanced ironhead armor, Captain Raef Huxley dominates any terrain he chooses to tread, whether striding across the earth or taking to the heavens above. With two potent configurations to choose from, Sky Stormer or Ground Assault, Huxley is prepared to meet any opposition thrown his way. === [[Major Allister Caine]] === === [[Major Anson Wolfe]] === Wolfe is a veteran warcaster who drowns out the events of his past in battle. Wolfe is a good all-round caster who brings tools for improved speed, accuracy and damage. He typically brings infantry heavy armies. === [[Mechanik Adept Sparkhammer]] === Mechanik Adept Figmund Sparkhammer leads the Storm Forge. clearing the battlefield ahead of the callers and vanes with his massive mechanika maul from which no foe can hide. == Warjacks == '''Light Chassis (40mm)''' *[[Courser]] '''Heavy Chassis (50mm)''' *[[Stryker]] *[[The General]] ==Solos== *[[Legionnaire Officer]] *[[Lieutenant Sara Brisbane]] *[[Sharpshooter]] *[[Specialist Tyson Vas]] *[[Weather Station]] *[[Zephyr]] ==Units== *[[Arcane Mechaniks]] *[[Storm Callers]] *[[Storm Lance Legionnaires]] *[[Storm Vanes]] *[[Stormblade Legionnaires]] *[[Stormguard Legionnaires]] *[[Stormthrower Legionnaires]] *[[Tempest Assailers]] *[[Tempest Thunderers]] ==Command Attachments== *[[Legionnaire Standard Bearer]] =Mercenaries= ==Mercenary Solos== *[[Alexia, Queen of the Damned]] *[[Carver Ultimus]] *[[Eilish Garrity, the Dark Traitor]] *[[Eiryss, Shadow of the Retribution]] *[[Krueger, Wrath of Blighterghast]] *[[Magnus the Unstoppable]] ==Mercenary Battle Engines== *[[Sky Bomber]] *[[Sky Raider]] {{Storm Legion Footer}} 7eb1339420d589a65de2a8fd06ef2a189c68394d Captain Athena di Baro 0 120 1423 1343 2024-08-16T09:58:49Z Kaptajn Congoboy 39 wikitext text/x-wiki === [[Captain Athena di Baro]] === Among the first warcasters to sign on to Cygnar’s new Storm Legion, Captain Athena di Baro is an expert in combined arms and defensive tactics. Those who follow behind her moving wall of warjacks into battle know Captain Baro will do all that is within her power to see to it they live to fight another day. [[File:Warmachine-Cygnar-Athena .webp|thumb|Captain Athena Di Baro]] == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Name''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 14 || <!--Arm--> 17 || <!--Arc--> 6 || <!--Ctrl--> 14|| <!--HP--> 17 |} ===Abilities:=== * '''Defense Formation''': While in this model's control range and B2B with one of more models in its battlegroup, models in this battlegroup with an extra large base or smaller gain +2 ARM and cannot become knocked down. * {{Polarity Field}} ===Weapons=== {{Ranged Weapon|Electrical Discharge|6|8|1|-|10|*'''Pistol''' *'''Electrical *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex}} {{Melee Weapon|Lightning Spear|6|2|14|* '''Magical''' *'''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} {{Melee Weapon|Galvanic Shield|6|1|12|}} === Feat: Weathering the Storm === While in di Baro's Control range, Friendly models gain one additional dice on their attack rolls. When resolving a friendly model's roll, discard the lowest die rolled. While in di Baro's Control range, enemy models gain one additional die on their attack and damage rolls. When resolving an enemy model's roll, discard the highest die rolled. Weathering the storm lasts for one round. === Spells === <!--Try to set templates for the spells, list them out--> {{Hallowed Avenger}} {{Open Fire}} Players may choose 2 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> It comes down to how you want to balance offence vs defence. * [[Electrify]] is always helpful if you want to do damage. * [[Deflection]] is helpful generally, and even more annoying on feat turn. * [[Arcane Shield]] is similarly helpful, especially when stacked with [[Defense Formation]] or [[Shield Wall]]. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * Athena is a caster who wants her army to either take an alpha strike, or delay it with her feat so she can alpha with her (relatively) slow army. She wants to use rules like Set Defense, Defense Formation and any DEF/ARM boosting rules or spells to make an enemy alpha strike fail. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * No speed buff means her armies are fairly predictable. * No damage buff means you're likely to struggle into extreme ARM skews. * Relatively low focus, which is problematic since she leans quite heavily on upkeep spells and would like to use Open Fire a fair bit. == Tricks: == <!-- dot point list of cool plays and combos--> * Using the feat well is absolutely key. Although it buffs your own attack rolls, Cygnar lists don't typically struggle in hitting. So you really want to feat, get whatever benefit you can from it offensively, but tempt your opponent to come into your control range so you can then grind them down or counterattack. Anything that means your enemy will be less likely to hit or do less damage is her thing. ** [[Tempest Assailers]] can be ARM23 with Arcane Shield, which is all too easy to bounce off of under her feat. ** Have a [[Courser]] babysit a [[Stryker]] to benefit from Defense Formation. Give the Courser the [[Shield Guard]] head and anything that does get through keeps your heavy in the game that much longer. *** [[Lieutenant Sara Brisbane]] can add Fail Safe to make that an even tougher nut. *** Both warjacks like Set Defense from the halberd or spear. ** Open Fire shots benefit from her feat. ** Any merc choices benefit from her feat since it only specifies 'Friendly' - Models like [[Eiryss, Shadow of Retribution]] are even more ridiculously accurate. *** [[Magnus the Unstoppable|Magnus and Invictus]] can be ''very'' tanky under her feat and they don't demand any of di Baro's limited resources. * If you take [[the General]], you have two possible options for Righteous Vengeance from it and di Baro's Hallowed Avenger and thus some form of threat extension. ** It does rely on your opponent killing models of yours, which is at odds with her feat. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == {{Storm Legion Footer}} dce5f2c0eb7023410f2d8dac8f5598ff1c8b7e87 Assault Reavers 0 62 1424 369 2024-08-16T13:23:19Z Coltain 38 /* Abilities: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The assault reavers are the pack hunters of the Orgoth host. Armed with cruel, Blaze core-fueled harpoons, they stalk their prey during battle, harassing enemy lines and pulling apart their formations. Despite their heavy armor, these swift-moving brigands are the masters of any terrain, as they are trained and then used to hunt down the savage beasts pressed into the Orgoth’s brutal service. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Advance Deployment:'''In most scenarious, this model can be deployed after normal deployment, up to 3" beyond the established deployment zone.<br> '''Combined ranged Attacks:''' This model can participate in combined ranged attacks with other models in this unit.<br> '''Dual Attack:'''This model can make melee and ranged attacks in the same activation. <br> '''Pathfinder:''' This model treats rough terrain as open terrain while advanceing.<br> '''Prey:''' After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 13c5af4abd0236adcf1726449de700c48649c234 1425 1424 2024-08-16T13:32:48Z Coltain 38 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The assault reavers are the pack hunters of the Orgoth host. Armed with cruel, Blaze core-fueled harpoons, they stalk their prey during battle, harassing enemy lines and pulling apart their formations. Despite their heavy armor, these swift-moving brigands are the masters of any terrain, as they are trained and then used to hunt down the savage beasts pressed into the Orgoth’s brutal service. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Advance Deployment:'''In most scenarious, this model can be deployed after normal deployment, up to 3" beyond the established deployment zone.<br> '''Combined ranged Attacks:''' This model can participate in combined ranged attacks with other models in this unit.<br> '''Dual Attack:'''This model can make melee and ranged attacks in the same activation. <br> '''Pathfinder:''' This model treats rough terrain as open terrain while advanceing.<br> '''Prey:''' After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Considered the best of the three Reaver units as they can be both a threat in melee and ranged combat. Assault Reavers also make the best us of the Reaver Command Attachment. <!-- How do they do it, what do they excel at?--> *Prey makes the unit more acruate than any other Reaver unit, without outside buffs, in both melee and ranged combat and increases their hitting power to a significant level. Against their prey target they are Mat 8, Rat 7, Pow 14 Harpoon, and a Pow 12 spear. *Adding inspiration and Curse from the Reaver command Attachment they can reach Mat 9 and Rat 8. It is also fairly easy to get ranged targets in range of the banner's Cursed ability raising their effective pow to 15 on the Harpoon shots and 13 on the spear. *Dual Attack allows the unit to make use of both of their attacks every activation. However they can not shoot if engaged in melee, but if they kill the engaging model(s) with their melee attack they may shoot after making melee attacks as they may make initial melee and ranged attacks in any order they choose. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 12e338cc671fbac3af595678921e20a1d010ece8 1426 1425 2024-08-16T13:36:24Z Coltain 38 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The assault reavers are the pack hunters of the Orgoth host. Armed with cruel, Blaze core-fueled harpoons, they stalk their prey during battle, harassing enemy lines and pulling apart their formations. Despite their heavy armor, these swift-moving brigands are the masters of any terrain, as they are trained and then used to hunt down the savage beasts pressed into the Orgoth’s brutal service. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Advance Deployment:'''In most scenarious, this model can be deployed after normal deployment, up to 3" beyond the established deployment zone.<br> '''Combined ranged Attacks:''' This model can participate in combined ranged attacks with other models in this unit.<br> '''Dual Attack:'''This model can make melee and ranged attacks in the same activation. <br> '''Pathfinder:''' This model treats rough terrain as open terrain while advanceing.<br> '''Prey:''' After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Considered the best of the three Reaver units as they can be both a threat in melee and ranged combat. Assault Reavers also make the best us of the Reaver Command Attachment. <!-- How do they do it, what do they excel at?--> *Prey makes the unit more acruate than any other Reaver unit, without outside buffs, in both melee and ranged combat and increases their hitting power to a significant level. Against their prey target they are Mat 8, Rat 7, Pow 14 Harpoon, and a Pow 12 spear. *Adding inspiration and Curse from the Reaver command Attachment they can reach Mat 9 and Rat 8. It is also fairly easy to get ranged targets in range of the banner's Cursed ability raising their effective pow to 15 on the Harpoon shots and 13 on the spear. *Dual Attack allows the unit to make use of both of their attacks every activation. However they can not shoot if engaged in melee, but if they kill the engaging model(s) with their melee attack they may shoot after making melee attacks as they may make initial melee and ranged attacks in any order they choose. *A very self contained unit not needing outside buffs to be effective allowing them to work in any army. They can be made more powerful with certain casters but are good with everyone. Orgoth lacks infantry range attack/damage buffs to amp this unit up but does offer a number of enemy debuffs to make this unit more effective. *Windstorm is a great spell to help deliver this unit without getting it shot off the board. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} a1bdaf824797586d551d5e0af292375540989276 1427 1426 2024-08-16T13:37:27Z Coltain 38 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The assault reavers are the pack hunters of the Orgoth host. Armed with cruel, Blaze core-fueled harpoons, they stalk their prey during battle, harassing enemy lines and pulling apart their formations. Despite their heavy armor, these swift-moving brigands are the masters of any terrain, as they are trained and then used to hunt down the savage beasts pressed into the Orgoth’s brutal service. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Advance Deployment:'''In most scenarious, this model can be deployed after normal deployment, up to 3" beyond the established deployment zone.<br> '''Combined ranged Attacks:''' This model can participate in combined ranged attacks with other models in this unit.<br> '''Dual Attack:'''This model can make melee and ranged attacks in the same activation. <br> '''Pathfinder:''' This model treats rough terrain as open terrain while advanceing.<br> '''Prey:''' After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Considered the best of the three Reaver units as they can be both a threat in melee and ranged combat. Assault Reavers also make the best us of the Reaver Command Attachment. <!-- How do they do it, what do they excel at?--> *Prey makes the unit more acruate than any other Reaver unit, without outside buffs, in both melee and ranged combat and increases their hitting power to a significant level. Against their prey target they are Mat 8, Rat 7, Pow 14 Harpoon, and a Pow 12 spear. *Adding inspiration and Curse from the Reaver command Attachment they can reach Mat 9 and Rat 8. It is also fairly easy to get ranged targets in range of the banner's Cursed ability raising their effective pow to 15 on the Harpoon shots and 13 on the spear. *Dual Attack allows the unit to make use of both of their attacks every activation. However they can not shoot if engaged in melee, but if they kill the engaging model(s) with their melee attack they may shoot after making melee attacks as they may make initial melee and ranged attacks in any order they choose. *A very self contained unit not needing outside buffs to be effective allowing them to work in any army. They can be made more powerful with certain casters but are good with everyone. Orgoth lacks infantry range attack/damage buffs to amp this unit up but does offer a number of enemy debuffs to make this unit more effective. *Windstorm is a great spell to help deliver this unit without getting it shot off the board. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Low range on their Harpoon shot is about this units only downside. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 9a125286d193f64dda6fde1e039343c8b9c30fcc 1428 1427 2024-08-16T13:43:15Z Coltain 38 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The assault reavers are the pack hunters of the Orgoth host. Armed with cruel, Blaze core-fueled harpoons, they stalk their prey during battle, harassing enemy lines and pulling apart their formations. Despite their heavy armor, these swift-moving brigands are the masters of any terrain, as they are trained and then used to hunt down the savage beasts pressed into the Orgoth’s brutal service. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Assault Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Advance Deployment:'''In most scenarious, this model can be deployed after normal deployment, up to 3" beyond the established deployment zone.<br> '''Combined ranged Attacks:''' This model can participate in combined ranged attacks with other models in this unit.<br> '''Dual Attack:'''This model can make melee and ranged attacks in the same activation. <br> '''Pathfinder:''' This model treats rough terrain as open terrain while advanceing.<br> '''Prey:''' After deployement but before first player's turn, choose an enemy model/unit to this model prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Spear|<!--MAT-->6|<!--RNG-->2|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Considered the best of the three Reaver units as they can be both a threat in melee and ranged combat. Assault Reavers also make the best us of the Reaver Command Attachment. <!-- How do they do it, what do they excel at?--> *Prey makes the unit more acruate than any other Reaver unit, without outside buffs, in both melee and ranged combat and increases their hitting power to a significant level. Against their prey target they are Mat 8, Rat 7, Pow 14 Harpoon, and a Pow 12 spear. *Adding inspiration and Curse from the Reaver command Attachment they can reach Mat 9 and Rat 8. It is also fairly easy to get ranged targets in range of the banner's Cursed ability raising their effective pow to 15 on the Harpoon shots and 13 on the spear. *Dual Attack allows the unit to make use of both of their attacks every activation. However they can not shoot if engaged in melee, but if they kill the engaging model(s) with their melee attack they may shoot after making melee attacks as they may make initial melee and ranged attacks in any order they choose. *A very self contained unit not needing outside buffs to be effective allowing them to work in any army. They can be made more powerful with certain casters but are good with everyone. Orgoth lacks infantry range attack/damage buffs to amp this unit up but does offer a number of enemy debuffs to make this unit more effective. *Windstorm is a great spell to help deliver this unit without getting it shot off the board. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Low range on their Harpoon shot is about this units only downside. == Synergy == <!-- Which models work well with this? --> *Horruskh's Fate Blessed ability allows them to reroll missed attacks and low damage rolls. *Oriax's Curse of Shadows is another great armor debuff spell to increase their effective pow. Star Crossed is also a good defensive spell to help keep the unit alive in Oriax's control range. *Reaver Commander's Percisions Strike and Stand Your Ground abilties both give good utility to the unit. *Sabbreth's Crippling Grasp spell is a great debuff spell to increase their effective Rat and Pow into a debuffed target. Fog of War is another great spell to give the unit concealment while in Sabbreth's control range to give them a defensive boast against most ranged attacks. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 630d939707774cc751b109b0ca40505f44e8dc3d Arcane Mechaniks 0 411 1429 1313 2024-08-16T14:39:59Z Rork 33 /* Tricks */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Arcane_Mechaniks.webp|thumb|right]] ''Cygnar’s Arcane Mechaniks are charged with the upkeep of the Storm Legion’s warjacks and advanced mechanika. These skilled engineers are capable of much more than mere battlefield repairs; each is also an arcanist in their own right, capable of magically reinforcing the armament of the warjacks they oversee and charging them with focus in times of need. Even their tools of the trade, a blazing torch and heavy forge hammer, can be brought to bear as weapons in an emergency. '' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Arcane Mechaniks''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 12 || <!--Arm--> 17 || <!--HP--> 5 |} 3 Grunts for 5pts ===Abilities:=== * '''Resistance: Electricity''' * '''Magic Ability''' ** '''Arcane Reinforcement (★Action)''' - RNG 5. Target friendly Faction warjack. If target warjack is in range, its weapons gain Damage Type: Magical. Arcane Reinforcement last for one turn. ** '''Empower (★Action)''' - RNG 6. Target friendly Faction warjack. If target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack gains 1 focus point. * '''Repair [d3+1] (★Action)''' - RNG 1. Target friendly Faction contruct model. If the model is in range, remove d3+1 damage points from it. ===Weapons=== {{Ranged Weapon|<!--Name-->Torch|<!--RAT-->5|<!--RNG-->sp4|<!--ROF-->-|<!--AOE-->-|<!--POW-->10| * [[Damage type: Electricity]] * {{Pistol}} * {{Critical Fire}}}} {{Melee Weapon|<!--Name-->Forge Hammer|<!--MAT-->6|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're mechaniks with empower and are surprisingly tanky. <!-- How do they do it, what do they excel at?--> * They have a toolbox of support for warjacks. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are slower than the 'jacks they are meant to support. * They don't kill much. == Synergy == <!-- Which models work well with this? --> * All Warjacks appreciate extra focus. * Being able to hand out magical damage counters gimmicks like incorporeal. * Ranged warjacks are much less likely to outrun your mechanics. == Tricks == <!-- dot point list of cool plays and combos--> * Although not front line combat troops, if the worst comes to the worst, with [[Major Anson Wolfe]] they can be MAT8/POW14 thanks to Positive Charge. {{Storm Legion Footer}} d89c7979f2abbd956afdd87c8cd2aa63d2b67b76 Reaver Skirmishers 0 64 1430 366 2024-08-16T15:25:25Z Coltain 38 /* Abilities: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Skilled ambushers and terrifying killers, the reaver skirmishers exist to strike terror and submissiveness into the hearts of those who would oppose the Orgoth host. These savage fighters are devout members of the Fellgoeth cults, seeking to one day climb from the pits of death upon their towering piles of victims, each a solemn sacrifice to be bartered in the afterlife. These warriors race to combat with paired weapons, heedless of any enemy foolish enough to stray into their paths. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Advance Deployment:'''In most scenarious this model can be deployed after normal deployment, up to 3" beyond the established deployment zone. <br> '''Ambush:'''In most scenarious, this model does not have to be deployed at the start of the gmae. Instead, it can be placed at the end of any of your Control Phases after the first round. <br> '''Overtake''': When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Pathfinder:'''This model treats rough terrain as open terrain while advancing. <br> '''Prowl''': When this model has concealment, it gains stealth. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} bbdce90cfb221d4801ea22241532a86b2410d753 1431 1430 2024-08-16T15:25:56Z Coltain 38 /* Abilities: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Skilled ambushers and terrifying killers, the reaver skirmishers exist to strike terror and submissiveness into the hearts of those who would oppose the Orgoth host. These savage fighters are devout members of the Fellgoeth cults, seeking to one day climb from the pits of death upon their towering piles of victims, each a solemn sacrifice to be bartered in the afterlife. These warriors race to combat with paired weapons, heedless of any enemy foolish enough to stray into their paths. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Advance Deployment:''' In most scenarious this model can be deployed after normal deployment, up to 3" beyond the established deployment zone. <br> '''Ambush:''' In most scenarious, this model does not have to be deployed at the start of the gmae. Instead, it can be placed at the end of any of your Control Phases after the first round. <br> '''Overtake:''' When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Pathfinder:''' This model treats rough terrain as open terrain while advancing. <br> '''Prowl:''' When this model has concealment, it gains stealth. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 9e3e1bc9056423aaeff027754a9d3d8149073470 1432 1431 2024-08-16T15:33:28Z Coltain 38 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Skilled ambushers and terrifying killers, the reaver skirmishers exist to strike terror and submissiveness into the hearts of those who would oppose the Orgoth host. These savage fighters are devout members of the Fellgoeth cults, seeking to one day climb from the pits of death upon their towering piles of victims, each a solemn sacrifice to be bartered in the afterlife. These warriors race to combat with paired weapons, heedless of any enemy foolish enough to stray into their paths. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Advance Deployment:''' In most scenarious this model can be deployed after normal deployment, up to 3" beyond the established deployment zone. <br> '''Ambush:''' In most scenarious, this model does not have to be deployed at the start of the gmae. Instead, it can be placed at the end of any of your Control Phases after the first round. <br> '''Overtake:''' When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Pathfinder:''' This model treats rough terrain as open terrain while advancing. <br> '''Prowl:''' When this model has concealment, it gains stealth. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Reaver Skirmishers can fill a number of different roles depending how you build your list. They are most commonly used as contesting chaff for scenarious or as back line harassers. <!-- How do they do it, what do they excel at?--> *Skirmishers have several built in rules that help them be easily delivered to the front lines. Built in Advanced Deployment, Pathfinder, and Prowl help to make sure the can get up the board and through terrain without being shot to death. *Blessed Weapons help this unit hit supprisingly hard against anything buffed with a Def or Arm increase effect. *Overtake can help the unit dig farther into an opponents army. *Orgoth have a number of great rack spells to buff this unit. Carnage makes them effective Mat 8, Death March give them Vengence, and Silence of Death Buffs their Pow and gives them take down. Windstorm helps them not die to blast damage. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} e1eed0eed92b528c4821140b4216edd8b0e23587 1433 1432 2024-08-16T15:36:52Z Coltain 38 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Skilled ambushers and terrifying killers, the reaver skirmishers exist to strike terror and submissiveness into the hearts of those who would oppose the Orgoth host. These savage fighters are devout members of the Fellgoeth cults, seeking to one day climb from the pits of death upon their towering piles of victims, each a solemn sacrifice to be bartered in the afterlife. These warriors race to combat with paired weapons, heedless of any enemy foolish enough to stray into their paths. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Advance Deployment:''' In most scenarious this model can be deployed after normal deployment, up to 3" beyond the established deployment zone. <br> '''Ambush:''' In most scenarious, this model does not have to be deployed at the start of the gmae. Instead, it can be placed at the end of any of your Control Phases after the first round. <br> '''Overtake:''' When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Pathfinder:''' This model treats rough terrain as open terrain while advancing. <br> '''Prowl:''' When this model has concealment, it gains stealth. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Reaver Skirmishers can fill a number of different roles depending how you build your list. They are most commonly used as contesting chaff for scenarious or as back line harassers. <!-- How do they do it, what do they excel at?--> *Skirmishers have several built in rules that help them be easily delivered to the front lines. Built in Advanced Deployment, Pathfinder, and Prowl help to make sure the can get up the board and through terrain without being shot to death. *Blessed Weapons help this unit hit supprisingly hard against anything buffed with a Def or Arm increase effect. *Overtake can help the unit dig farther into an opponents army. *Orgoth have a number of great rack spells to buff this unit. Carnage makes them effective Mat 8, Death March give them Vengence, and Silence of Death Buffs their Pow and gives them take down. Windstorm helps them not die to blast damage. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Only threat 10" in melee. *Easy to kill with 13/14 defensive stats. *If your oponent can bypass Stealth the unit can easily be shot to death. *Mat 6 for a frontline melee unit make them unable to hit as reliably as other units. *Skirmishers need buff spells to be good. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 35563258076b8f7b3b7635046376ef94dc10f7e2 1434 1433 2024-08-16T15:40:48Z Coltain 38 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Skilled ambushers and terrifying killers, the reaver skirmishers exist to strike terror and submissiveness into the hearts of those who would oppose the Orgoth host. These savage fighters are devout members of the Fellgoeth cults, seeking to one day climb from the pits of death upon their towering piles of victims, each a solemn sacrifice to be bartered in the afterlife. These warriors race to combat with paired weapons, heedless of any enemy foolish enough to stray into their paths. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Advance Deployment:''' In most scenarious this model can be deployed after normal deployment, up to 3" beyond the established deployment zone. <br> '''Ambush:''' In most scenarious, this model does not have to be deployed at the start of the gmae. Instead, it can be placed at the end of any of your Control Phases after the first round. <br> '''Overtake:''' When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Pathfinder:''' This model treats rough terrain as open terrain while advancing. <br> '''Prowl:''' When this model has concealment, it gains stealth. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Reaver Skirmishers can fill a number of different roles depending how you build your list. They are most commonly used as contesting chaff for scenarious or as back line harassers. <!-- How do they do it, what do they excel at?--> *Skirmishers have several built in rules that help them be easily delivered to the front lines. Built in Advanced Deployment, Pathfinder, and Prowl help to make sure the can get up the board and through terrain without being shot to death. *Blessed Weapons help this unit hit supprisingly hard against anything buffed with a Def or Arm increase effect. *Overtake can help the unit dig farther into an opponents army. *Orgoth have a number of great rack spells to buff this unit. Carnage makes them effective Mat 8, Death March give them Vengence, and Silence of Death Buffs their Pow and gives them take down. Windstorm helps them not die to blast damage. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Only threat 10" in melee. *Easy to kill with 13/14 defensive stats. *If your oponent can bypass Stealth the unit can easily be shot to death. *Mat 6 for a frontline melee unit make them unable to hit as reliably as other units. *Skirmishers need buff spells to be good. == Synergy == <!-- Which models work well with this? --> *Oriax's Star Crossed can help to keep them alive while in his control range, however if your opponent has any Mat or Rat buffs they will be hit extremly easily. *Orsus's Hunters Mark allows them to threat 12 when charging a model/unit hit with the spell. *Reaver Commander's battle plans can make using groups of Skirmishers much easier and gives them some needed utility. *Sabbreath's Fog of War can easily trigger Prowl giving them Stealth. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} f90a42858939228215a2c1f9d73e73f632cc2f99 1435 1434 2024-08-16T15:42:11Z Coltain 38 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Skilled ambushers and terrifying killers, the reaver skirmishers exist to strike terror and submissiveness into the hearts of those who would oppose the Orgoth host. These savage fighters are devout members of the Fellgoeth cults, seeking to one day climb from the pits of death upon their towering piles of victims, each a solemn sacrifice to be bartered in the afterlife. These warriors race to combat with paired weapons, heedless of any enemy foolish enough to stray into their paths. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reavers Skirmishers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Advance Deployment:''' In most scenarious this model can be deployed after normal deployment, up to 3" beyond the established deployment zone. <br> '''Ambush:''' In most scenarious, this model does not have to be deployed at the start of the gmae. Instead, it can be placed at the end of any of your Control Phases after the first round. <br> '''Overtake:''' When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediatly advance up to 1" <br> '''Pathfinder:''' This model treats rough terrain as open terrain while advancing. <br> '''Prowl:''' When this model has concealment, it gains stealth. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Harpoon|<!--RAT-->5|<!--Rng-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Skewer'''}} *'''Skewer''': When this weapon damages an enemy model with an equal or smaller base, immediatly after the attack is resolved the damaged model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction {{Melee Weapon|<!--Name-->Infernus Han Weapons x2|<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire''' *'''Blessed'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Reaver Skirmishers can fill a number of different roles depending how you build your list. They are most commonly used as contesting chaff for scenarious or as back line harassers. <!-- How do they do it, what do they excel at?--> *Skirmishers have several built in rules that help them be easily delivered to the front lines. Built in Advanced Deployment, Pathfinder, and Prowl help to make sure the can get up the board and through terrain without being shot to death. *Blessed Weapons help this unit hit supprisingly hard against anything buffed with a Def or Arm increase effect. *Overtake can help the unit dig farther into an opponents army. *Orgoth have a number of great rack spells to buff this unit. Carnage makes them effective Mat 8, Death March give them Vengence, and Silence of Death Buffs their Pow and gives them take down. Windstorm helps them not die to blast damage. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Only threat 10" in melee. *Easy to kill with 13/14 defensive stats. *If your oponent can bypass Stealth the unit can easily be shot to death. *Mat 6 for a frontline melee unit make them unable to hit as reliably as other units. *Skirmishers need buff spells to be good. *If you take the Reaver Standard it does not gain Prowl, meaning it can be a lighning rod for ranged attacks, especially AOE ranged attacks, that can kill the unit. It is generally better to take the Reaver Standard with the other two units of Reavers. == Synergy == <!-- Which models work well with this? --> *Oriax's Star Crossed can help to keep them alive while in his control range, however if your opponent has any Mat or Rat buffs they will be hit extremly easily. *Orsus's Hunters Mark allows them to threat 12 when charging a model/unit hit with the spell. *Reaver Commander's battle plans can make using groups of Skirmishers much easier and gives them some needed utility. *Sabbreath's Fog of War can easily trigger Prowl giving them Stealth. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 8c170f20745c3b425f73bcc709faf4ac88eeab16 Template:Burning Ash 10 451 1436 2024-08-16T18:48:39Z Shamgi 22 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big> Burning Ash </big> ''' || 3 || Ctrl || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| Place a cloud effect template anywhere completely within the spellcaster's control range. The template is..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big> Burning Ash </big> ''' || 3 || Ctrl || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| Place a cloud effect template anywhere completely within the spellcaster's control range. The template is a hazard that remains in play for one round. While in the template, living enemy models without Immunity: Fire suffer -2 to attack rolls. |} c31ee405198e4c3c6006b75c7b8382157fe95f4f Template:Killing Ground 10 452 1437 2024-08-16T18:50:11Z Shamgi 22 Created page with "{| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big> Killing Ground </big> ''' || 1 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| Friendly Faction models beginning a charge in the spellcaster's control range gain Pathfinder. Warb..." wikitext text/x-wiki {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big> Killing Ground </big> ''' || 1 || Self || Ctrl || - || Turn || No |- |colspan=7 style="text-align: left;"| Friendly Faction models beginning a charge in the spellcaster's control range gain Pathfinder. Warbeasts in the spellcaster's battlegroup beginning their activations in its control range can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn. |} db9106ff384cc9e8d746284084f5429d5eb8eecb Strike Reavers 0 66 1438 370 2024-08-16T20:42:24Z Coltain 38 /* Abilities: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The strike reavers represent the massed infantry of the Orgoth host. The most disciplined of all the reavers, they stride into battle armed with powerful Blaze core-powered bolt throwers and stout barbed shields. Locked together in tight formations, strike reavers unleash volleys of lethal fire from behind their fortified walls of shields. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Strike Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} ===Abilities:=== '''Combined Ranged Attacks:''' This model can participate in combined ranged attacks with other models in its unit.<br> '''Shield Wall:''' While this model is B2B with one or more models in its unit, it gains +2ARM and cannot be knocked down. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Bolt Thrower|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Battle Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 8573652896d58dbc89034cf92c3bd312c524fa3d 1439 1438 2024-08-16T20:44:23Z Coltain 38 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The strike reavers represent the massed infantry of the Orgoth host. The most disciplined of all the reavers, they stride into battle armed with powerful Blaze core-powered bolt throwers and stout barbed shields. Locked together in tight formations, strike reavers unleash volleys of lethal fire from behind their fortified walls of shields. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Strike Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} ===Abilities:=== '''Combined Ranged Attacks:''' This model can participate in combined ranged attacks with other models in its unit.<br> '''Shield Wall:''' While this model is B2B with one or more models in its unit, it gains +2ARM and cannot be knocked down. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Bolt Thrower|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Battle Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> This unit is meant to serve as the Orgoths defensive unit, holding board space with Shield Wall while being able to shoot targets at distance. <!-- How do they do it, what do they excel at?--> *Strike Reavers are not bad but they are very underwhelming for their points and are commonly not included in lists in their current form. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 30bbcc86474813f7716954210f1dfb0fbd17c047 1440 1439 2024-08-16T20:54:40Z Coltain 38 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The strike reavers represent the massed infantry of the Orgoth host. The most disciplined of all the reavers, they stride into battle armed with powerful Blaze core-powered bolt throwers and stout barbed shields. Locked together in tight formations, strike reavers unleash volleys of lethal fire from behind their fortified walls of shields. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Strike Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} ===Abilities:=== '''Combined Ranged Attacks:''' This model can participate in combined ranged attacks with other models in its unit.<br> '''Shield Wall:''' While this model is B2B with one or more models in its unit, it gains +2ARM and cannot be knocked down. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Bolt Thrower|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Battle Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> This unit is meant to serve as the Orgoths defensive unit, holding board space with Shield Wall while being able to shoot targets at distance. <!-- How do they do it, what do they excel at?--> *Strike Reavers are not bad but they are very underwhelming for their points and are commonly not included in lists in their current form. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Strike Reavers lack the stats and rules to do the job they are meant to do well. They are killed easily to fill their roll as a shield wall unit. *When in Shield wall they become only Arm 17 meaning they die to average damage from a normal Pow 11 attack. *Armed with both a ranged and melee weapon this unit lacks Dual Attack meaning they must choose to either attack in melee or shoot. *Strike Reavers at 7 points are the most expensive of the three Reaver units and have the fewest rules and abilities. If taken with the Unit Attachment they cost a total of 9 points which makes them directly compete against Orgoths Ulkor Barrage unit for 9 point, which has better ranged output, more abilities, and is more difficult to remove. Gnashers are also another 9 point option that have expenentially more melee output and are harder to remove than this unit. *This unit lacks any way in faction, outside a command card, to gain Tough so that they can take advantage of the no knock down part of their Shield Wall ability. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 5d2628f1a7ee2792c75697b5c763a57b405c4acf 1441 1440 2024-08-16T20:55:42Z Coltain 38 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''The strike reavers represent the massed infantry of the Orgoth host. The most disciplined of all the reavers, they stride into battle armed with powerful Blaze core-powered bolt throwers and stout barbed shields. Locked together in tight formations, strike reavers unleash volleys of lethal fire from behind their fortified walls of shields. '' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Strike Reavers''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> 5 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} ===Abilities:=== '''Combined Ranged Attacks:''' This model can participate in combined ranged attacks with other models in its unit.<br> '''Shield Wall:''' While this model is B2B with one or more models in its unit, it gains +2ARM and cannot be knocked down. <br> ===Weapons=== {{Ranged Weapon|<!--Name-->Bolt Thrower|<!--RAT-->5|<!--Rng-->12|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| *'''Pistol'''}} {{Melee Weapon|<!--Name-->Battle Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> This unit is meant to serve as the Orgoths defensive unit, holding board space with Shield Wall while being able to shoot targets at distance. <!-- How do they do it, what do they excel at?--> *Strike Reavers are not bad but they are very underwhelming for their points and are commonly not included in lists in their current form. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *Strike Reavers lack the stats and rules to do the job they are meant to do well. They are killed easily to fill their roll as a shield wall unit. *When in Shield wall they become only Arm 17 meaning they die to average damage from a normal Pow 11 attack. *Armed with both a ranged and melee weapon this unit lacks Dual Attack meaning they must choose to either attack in melee or shoot. *Strike Reavers at 7 points are the most expensive of the three Reaver units and have the fewest rules and abilities. If taken with the Unit Attachment they cost a total of 9 points which makes them directly compete against Orgoths Ulkor Barrage unit for 9 point, which has better ranged output, more abilities, and is more difficult to remove. Gnashers are also another 9 point option that have expenentially more melee output and are harder to remove than this unit. *This unit lacks any way in faction, outside a command card, to gain Tough so that they can take advantage of the no knock down part of their Shield Wall ability. == Synergy == <!-- Which models work well with this? --> *Horrusk's feat helps Strike Reaver's armor, however they lack tough and can not take advantage of that portion of his feat unless a command card is used to give them Tough that turn. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} d03990f07330c950b9c19bb1d64f958d824018bd Vorogger 0 453 1442 2024-08-16T22:03:56Z Nindokag 27 Created page with "= Vorogger = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Firetongue Warriors Cadre]] [[Warbeast]]'''</span> [[File:Vorogger.webp|thumb|right|alt=Vorogger|Vorogger]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | THR !! style="..." wikitext text/x-wiki = Vorogger = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Firetongue Warriors Cadre]] [[Warbeast]]'''</span> [[File:Vorogger.webp|thumb|right|alt=Vorogger|Vorogger]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | THR !! style="width:3em;" | THR !! style="width:3em;" | HP |- | '''Great Old One 1''' || 5 || 5 || 5 || 13 || 15 || 3 || 8 || 24 |} Heavy Warbeast for 12 points. FA 2. 50mm base. ===Abilities:=== *'''Slam, Trample''' *'''Resistance: Corrosion''' *'''Dual Attack''' *'''Amphibious''' *{{Impervious Flesh}} *{{Paralyzing Gaze}} *{{Vault}} ===Animus:=== {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Flaming Fists</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains +2 to melee damage rolls and Resistance:Fire, and its melee weapons gain Continuous Effect:Fire. Flaming Fists lasts for one round. |} ===Weapons=== {{Ranged Weapon|Flame Tongue|5|8|1|-|12| * '''Pistol''' * '''Chain Weapon''' * '''Continuous Effect: Fire''' * {{Critical Consume}} * {{Drag}} }} {{Melee Weapon|Claw x2|5|1|17| * '''Open Fist''' }} == Role and strengths == == Downsides == == Synergy == == Tricks == b87860752ff87511eaefcfc6332ffe122e899f3a 1444 1442 2024-08-16T22:05:38Z Nindokag 27 /* Model Rules */ wikitext text/x-wiki = Vorogger = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Firetongue Warriors Cadre]] [[Warbeast]]'''</span> [[File:Vorogger.webp|thumb|right|alt=Vorogger|Vorogger]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | THR !! style="width:3em;" | THR !! style="width:3em;" | HP |- | '''Vorogger''' || 5 || 5 || 5 || 13 || 15 || 3 || 8 || 24 |} Heavy Warbeast for 12 points. FA 2. 50mm base. ===Abilities:=== *'''Slam, Trample''' *'''Resistance: Corrosion''' *'''Dual Attack''' *'''Amphibious''' *{{Impervious Flesh}} *{{Paralyzing Gaze}} *{{Vault}} ===Animus:=== {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Flaming Fists</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains +2 to melee damage rolls and Resistance:Fire, and its melee weapons gain Continuous Effect:Fire. Flaming Fists lasts for one round. |} ===Weapons=== {{Ranged Weapon|Flame Tongue|5|8|1|-|12| * '''Pistol''' * '''Chain Weapon''' * '''Continuous Effect: Fire''' * {{Critical Consume}} * {{Drag}} }} {{Melee Weapon|Claw x2|5|1|17| * '''Open Fist''' }} == Role and strengths == == Downsides == == Synergy == == Tricks == edd1d58dd02adc0f83ab2144d9b31e350ad5d19d 1447 1444 2024-08-16T22:11:24Z Nindokag 27 wikitext text/x-wiki = Vorogger = <span style="font-size: 1.2em;">'''[[Southern Kriels]] [[Bullcroak]] [[Fire Tongue Warriors]] [[Heavy Warbeast]]'''</span> [[File:Vorogger.webp|thumb|right|alt=Vorogger|Vorogger]] ''Fluff here'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | THR !! style="width:3em;" | THR !! style="width:3em;" | HP |- | '''Vorogger''' || 5 || 5 || 5 || 13 || 15 || 3 || 8 || 24 |} Heavy Warbeast for 12 points. FA 2. 50mm base. ===Abilities:=== *'''Slam, Trample, Headbutt''' *'''Resistance: Corrosion''' *'''Dual Attack''' *'''Amphibious''' *{{Impervious Flesh}} *{{Paralyzing Gaze}} *{{Vault}} ===Animus:=== {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:4em;" | Cost !! style="width:4em;" | Rng !! style="width:4em;" | Aoe !! style="width:4em;" | Pow !! style="width:4em;" | Dur !! style="width:4em;" | Off |- | ''' <big>Flaming Fists</big> ''' || 1 || Self || - || - || Rnd || No |- |colspan=7 style="text-align: left;"| The spellcaster gains +2 to melee damage rolls and Resistance:Fire, and its melee weapons gain Continuous Effect:Fire. Flaming Fists lasts for one round. |} ===Weapons=== {{Ranged Weapon|Flame Tongue|5|8|1|-|12| * '''Pistol''' * '''Chain Weapon''' * '''Continuous Effect: Fire''' * {{Critical Consume}} * {{Drag}} }} {{Melee Weapon|Claw x2|5|1|17| * '''Open Fist''' }} == Role and strengths == == Downsides == == Synergy == == Tricks == b0d60ffa46ae04de9ae87f02b35623f4a04c65ef Template:Impervious Flesh 10 454 1443 2024-08-16T22:05:03Z Nindokag 27 Created page with "'''Impervious Flesh''' - When this model suffers a damage roll, roll one fewer die." wikitext text/x-wiki '''Impervious Flesh''' - When this model suffers a damage roll, roll one fewer die. e6794730e524536919d6e1d77d9d25769955ebab Template:Paralyzing Gaze 10 455 1445 2024-08-16T22:06:09Z Nindokag 27 Created page with "'''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF." wikitext text/x-wiki '''Paralyzing Gaze''' - While within 5" of this model, enemy models with LOS to this model suffer -2 DEF. 1ff5ca163c70a241046595a27afeaf147266ce6c Template:Vault 10 456 1446 2024-08-16T22:07:14Z Nindokag 27 Created page with "'''Vault''' - Once per activation, after making a full advance as part of its Normal Movement, but before performing its Combat Action, this model may be forced to be placed completely within 5" of its current location." wikitext text/x-wiki '''Vault''' - Once per activation, after making a full advance as part of its Normal Movement, but before performing its Combat Action, this model may be forced to be placed completely within 5" of its current location. 643b7ada252a0ae138f491433e66076e597c7508 File:Cephalyx Mind Bender & Drudges.jpg 6 457 1451 2024-08-17T00:04:56Z Gedditoffme 2 wikitext text/x-wiki Bender & Drudges edbdb21d98e28ad21fb2b636ecb7a58d663ddc56 Cephalyx Mind Bender & Drudges 0 458 1452 2024-08-17T00:30:20Z Gedditoffme 2 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><!-- Flavour text from official selling points --><br> Cephalyx specialized in unleashing formidable mental powers to augment the drudges they command or to annihilate foes, mind benders can instill in their enslaved warriors a strength and savagery beyond ordinary fleshly limitations. These drudges sometimes serve as conduits for the mind bender’s overwhelming rendin..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><!-- Flavour text from official selling points --><br> Cephalyx specialized in unleashing formidable mental powers to augment the drudges they command or to annihilate foes, mind benders can instill in their enslaved warriors a strength and savagery beyond ordinary fleshly limitations. These drudges sometimes serve as conduits for the mind bender’s overwhelming rending mental attacks, though they are consumed in the process. [[File:Cephalyx Mind Bender & Drudges.jpg|thumb|right]] == Statistics == Mind Bender & 5 drudges for 6pts === Mind Slaver === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mind Slaver''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} ====Abilities:==== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Magic Ability''' - Performing a Magic Ability special action or special attack counts as casting a spell. ** '''Adrenal Flood''' ( *Action) - RNG 6. Target friendly non-Leader warrior model. If the target model is in range, it gains +3 MAT, +3 ARM, and +3 to its melee attack damage rolls for one round. ** '''Mind Burst''' ( *Action) - RNG 6. Target friendly Grunt model. If the Grunt is in range, enemy models within 2" of it suffer an unboostable POW 12 blast damage roll, then the Grunt model is removed from play. ** '''Psychic Assault''' ( *Attack) - Psychic Assault is a RNG SP 8, POW 12 arcane attack. This attack ignores LOS. * '''Psychic Projection''' - This model can channel spells through Grunts in this unit. ====Weapons==== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} === Drudge Grunt === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Drudge Grunt''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 15 || <!--HP--> 1 |} ====Abilities:==== *'''Tough''' *'''Eyeless Sight''' ====Weapons==== {{Melee Weapon|<!--Name-->Drudge Weapons|<!--MAT-->5|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Magical support unit of drudges, basically a solo spellcaster with drudges for channeling or buffing with spells. Excels at anti-infantry, using psychic assault or mind burst to kill large numbers of enemies. * Mind Burst auto-hits for a pow12 on all models in 2", which is a very effective way to remove large numbers of models. Most infantry will clump within 2" anyway, and drudge unit placement means you can usually place one right in the middle of the enemy blob. * Adrenal flood can buff other melee models to great heights - a [[Cephalyx Mind Slaver & Drudges|Slaver's drudge]] can hit pow17, but even a cephalyx can hit hard at a pinch. Most impressively, [[Carver Ultimus]] or [[Magnus the Unstoppable]] can gain Adrenal flood, which combined with their Focus / Fury and already impressive statline can leave them wrecking anything and having enough armour to resist retaliation. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * With the spells being special actions, you can't charge any use it. This makes Adrenal flood and Mind Burst less effective on your own unit, and makes it difficult to maximise threat range on psychic assaults or Mind Bursts. * Basically useless if the Bender dies, and unlike the Slaver he is not surrounded by shield guards. Always keep him at the back of the unit and watch out for enemy shooting that ignores stealth. == Synergy == <!-- Which models work well with this? --> * [[Cephalyx Overlords]] give veteran leader for +1 to hit, which can also effect the Mind Bender's spellcasting (He is a Drudge model, since "drudge" is in his unit's title). * [[Exulon Thexus]] can use Telekinetic Tide to move enemy models around to create a perfect bubble for mind burst, or lines for a good psychic assault. * A [[Cephalyx Mind Slaver & Drudges]] unit provides shield guards that can protect the Bender, and can be good targets of Mind Burst or Adrenal Flood. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can target any drudge (including those in a slaver unit) with Mind Burst. He can also channel through his own drudges at the different unit, which can extend a powerful effect a long way away. * You can use psychic assault targeted at an enemy to power up Monstrosities using Rage Fueled. Beware it might do more damage than you expect {{Dark Operations Footer}} 1fa11bde563b7f296f5d9c8ea961968d91d99157 1453 1452 2024-08-17T00:34:39Z Gedditoffme 2 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><!-- Flavour text from official selling points --><br> Cephalyx specialized in unleashing formidable mental powers to augment the drudges they command or to annihilate foes, mind benders can instill in their enslaved warriors a strength and savagery beyond ordinary fleshly limitations. These drudges sometimes serve as conduits for the mind bender’s overwhelming rending mental attacks, though they are consumed in the process. [[File:Cephalyx Mind Bender & Drudges.jpg|thumb|right]] == Statistics == Mind Bender & 5 drudges for 6pts === Mind Slaver === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mind Slaver''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} ====Abilities==== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Magic Ability''' - Performing a Magic Ability special action or special attack counts as casting a spell. ** '''Adrenal Flood''' ( *Action) - RNG 6. Target friendly non-Leader warrior model. If the target model is in range, it gains +3 MAT, +3 ARM, and +3 to its melee attack damage rolls for one round. ** '''Mind Burst''' ( *Action) - RNG 6. Target friendly Grunt model. If the Grunt is in range, enemy models within 2" of it suffer an unboostable POW 12 blast damage roll, then the Grunt model is removed from play. ** '''Psychic Assault''' ( *Attack) - Psychic Assault is a RNG SP 8, POW 12 arcane attack. This attack ignores LOS. * '''Psychic Projection''' - This model can channel spells through Grunts in this unit. ====Weapons==== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} === Drudge Grunt === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Drudge Grunt''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 15 || <!--HP--> 1 |} ====Abilities==== *'''Tough''' *'''Eyeless Sight''' ====Weapons==== {{Melee Weapon|<!--Name-->Drudge Weapons|<!--MAT-->5|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Magical support unit of drudges, basically a solo spellcaster with drudges for channeling or buffing with spells. Excels at anti-infantry, using psychic assault or mind burst to kill large numbers of enemies. * Mind Burst auto-hits for a pow12 on all models in 2", which is a very effective way to remove large numbers of models. Most infantry will clump within 2" anyway, and drudge unit placement means you can usually place one right in the middle of the enemy blob. * Adrenal flood can buff other melee models to great heights - a [[Cephalyx Mind Slaver & Drudges|Slaver's drudge]] can hit pow17, but even a cephalyx can hit hard at a pinch. Most impressively, [[Carver Ultimus]] or [[Magnus the Unstoppable]] can gain Adrenal flood, which combined with their Focus / Fury and already impressive statline can leave them wrecking anything and having enough armour to resist retaliation. * At a pinch, the drudges can fight, and if you charge and have no spells to cast the Bender is as good at anatomical precision as other Cephalyx. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * With the spells being special actions, you can't charge any use it. This makes Adrenal flood and Mind Burst less effective on your own unit, and makes it difficult to maximise threat range on psychic assaults or Mind Bursts. * Basically useless if the Bender dies, and unlike the Slaver he is not surrounded by shield guards. Always keep him at the back of the unit and watch out for enemy shooting that ignores stealth. == Synergy == <!-- Which models work well with this? --> * [[Cephalyx Overlords]] give veteran leader for +1 to hit, which can also effect the Mind Bender's spellcasting (He is a Drudge model, since "drudge" is in his unit's title). * [[Exulon Thexus]] can use Telekinetic Tide to move enemy models around to create a perfect bubble for mind burst, or lines for a good psychic assault. * A [[Cephalyx Mind Slaver & Drudges]] unit provides shield guards that can protect the Bender, and can be good targets of Mind Burst or Adrenal Flood. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can target any drudge (including those in a slaver unit) with Mind Burst. He can also channel through his own drudges at the different unit, which can extend a powerful effect a long way away. * If you do Mind Burst your own unit, you can attack with the drudge before casting Mind Burst (and removing him from play) * You can use psychic assault (targeted at an enemy) to power up Monstrosities using Rage Fueled. Beware it might do more damage than you expect {{Dark Operations Footer}} 877c1b8f33374727ee8adc106dcbbd77955d2ca4 1454 1453 2024-08-17T00:36:09Z Gedditoffme 2 /* Synergy */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><!-- Flavour text from official selling points --><br> Cephalyx specialized in unleashing formidable mental powers to augment the drudges they command or to annihilate foes, mind benders can instill in their enslaved warriors a strength and savagery beyond ordinary fleshly limitations. These drudges sometimes serve as conduits for the mind bender’s overwhelming rending mental attacks, though they are consumed in the process. [[File:Cephalyx Mind Bender & Drudges.jpg|thumb|right]] == Statistics == Mind Bender & 5 drudges for 6pts === Mind Slaver === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mind Slaver''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} ====Abilities==== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Magic Ability''' - Performing a Magic Ability special action or special attack counts as casting a spell. ** '''Adrenal Flood''' ( *Action) - RNG 6. Target friendly non-Leader warrior model. If the target model is in range, it gains +3 MAT, +3 ARM, and +3 to its melee attack damage rolls for one round. ** '''Mind Burst''' ( *Action) - RNG 6. Target friendly Grunt model. If the Grunt is in range, enemy models within 2" of it suffer an unboostable POW 12 blast damage roll, then the Grunt model is removed from play. ** '''Psychic Assault''' ( *Attack) - Psychic Assault is a RNG SP 8, POW 12 arcane attack. This attack ignores LOS. * '''Psychic Projection''' - This model can channel spells through Grunts in this unit. ====Weapons==== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} === Drudge Grunt === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Drudge Grunt''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 15 || <!--HP--> 1 |} ====Abilities==== *'''Tough''' *'''Eyeless Sight''' ====Weapons==== {{Melee Weapon|<!--Name-->Drudge Weapons|<!--MAT-->5|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Magical support unit of drudges, basically a solo spellcaster with drudges for channeling or buffing with spells. Excels at anti-infantry, using psychic assault or mind burst to kill large numbers of enemies. * Mind Burst auto-hits for a pow12 on all models in 2", which is a very effective way to remove large numbers of models. Most infantry will clump within 2" anyway, and drudge unit placement means you can usually place one right in the middle of the enemy blob. * Adrenal flood can buff other melee models to great heights - a [[Cephalyx Mind Slaver & Drudges|Slaver's drudge]] can hit pow17, but even a cephalyx can hit hard at a pinch. Most impressively, [[Carver Ultimus]] or [[Magnus the Unstoppable]] can gain Adrenal flood, which combined with their Focus / Fury and already impressive statline can leave them wrecking anything and having enough armour to resist retaliation. * At a pinch, the drudges can fight, and if you charge and have no spells to cast the Bender is as good at anatomical precision as other Cephalyx. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * With the spells being special actions, you can't charge any use it. This makes Adrenal flood and Mind Burst less effective on your own unit, and makes it difficult to maximise threat range on psychic assaults or Mind Bursts. * Basically useless if the Bender dies, and unlike the Slaver he is not surrounded by shield guards. Always keep him at the back of the unit and watch out for enemy shooting that ignores stealth. == Synergy == <!-- Which models work well with this? --> * [[Cephalyx Overlords]] give Grip of Shadows, which can help a Mind Bender's Psychic Assault hit * [[Exulon Thexus]] can use Telekinetic Tide to move enemy models around to create a perfect bubble for mind burst, or lines for a good psychic assault. * A [[Cephalyx Mind Slaver & Drudges]] unit provides shield guards that can protect the Bender, and can be good targets of Mind Burst or Adrenal Flood. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can target any drudge (including those in a slaver unit) with Mind Burst. He can also channel through his own drudges at the different unit, which can extend a powerful effect a long way away. * If you do Mind Burst your own unit, you can attack with the drudge before casting Mind Burst (and removing him from play) * You can use psychic assault (targeted at an enemy) to power up Monstrosities using Rage Fueled. Beware it might do more damage than you expect {{Dark Operations Footer}} b7f722008f0ed15fe5cc22e6c5219b52ae3e8ab3 1455 1454 2024-08-17T00:36:23Z Gedditoffme 2 /* Mind Slaver */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><!-- Flavour text from official selling points --><br> Cephalyx specialized in unleashing formidable mental powers to augment the drudges they command or to annihilate foes, mind benders can instill in their enslaved warriors a strength and savagery beyond ordinary fleshly limitations. These drudges sometimes serve as conduits for the mind bender’s overwhelming rending mental attacks, though they are consumed in the process. [[File:Cephalyx Mind Bender & Drudges.jpg|thumb|right]] == Statistics == Mind Bender & 5 drudges for 6pts === Mind Slaver === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mind Slaver''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} ====Abilities==== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Magic Ability''' - Performing a Magic Ability special action or special attack counts as casting a spell. ** '''Adrenal Flood''' ( *Action) - RNG 6. Target friendly non-Leader warrior model. If the target model is in range, it gains +3 MAT, +3 ARM, and +3 to its melee attack damage rolls for one round. ** '''Mind Burst''' ( *Action) - RNG 6. Target friendly Grunt model. If the Grunt is in range, enemy models within 2" of it suffer an unboostable POW 12 blast damage roll, then the Grunt model is removed from play. ** '''Psychic Assault''' ( *Attack) - Psychic Assault is a RNG SP 8, POW 12 arcane attack. This attack ignores LOS. * '''Psychic Projection''' - This model can channel spells through Grunts in this unit. ====Weapons==== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} === Drudge Grunt === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Drudge Grunt''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 15 || <!--HP--> 1 |} ====Abilities==== *'''Tough''' *'''Eyeless Sight''' ====Weapons==== {{Melee Weapon|<!--Name-->Drudge Weapons|<!--MAT-->5|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Magical support unit of drudges, basically a solo spellcaster with drudges for channeling or buffing with spells. Excels at anti-infantry, using psychic assault or mind burst to kill large numbers of enemies. * Mind Burst auto-hits for a pow12 on all models in 2", which is a very effective way to remove large numbers of models. Most infantry will clump within 2" anyway, and drudge unit placement means you can usually place one right in the middle of the enemy blob. * Adrenal flood can buff other melee models to great heights - a [[Cephalyx Mind Slaver & Drudges|Slaver's drudge]] can hit pow17, but even a cephalyx can hit hard at a pinch. Most impressively, [[Carver Ultimus]] or [[Magnus the Unstoppable]] can gain Adrenal flood, which combined with their Focus / Fury and already impressive statline can leave them wrecking anything and having enough armour to resist retaliation. * At a pinch, the drudges can fight, and if you charge and have no spells to cast the Bender is as good at anatomical precision as other Cephalyx. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * With the spells being special actions, you can't charge any use it. This makes Adrenal flood and Mind Burst less effective on your own unit, and makes it difficult to maximise threat range on psychic assaults or Mind Bursts. * Basically useless if the Bender dies, and unlike the Slaver he is not surrounded by shield guards. Always keep him at the back of the unit and watch out for enemy shooting that ignores stealth. == Synergy == <!-- Which models work well with this? --> * [[Cephalyx Overlords]] give Grip of Shadows, which can help a Mind Bender's Psychic Assault hit * [[Exulon Thexus]] can use Telekinetic Tide to move enemy models around to create a perfect bubble for mind burst, or lines for a good psychic assault. * A [[Cephalyx Mind Slaver & Drudges]] unit provides shield guards that can protect the Bender, and can be good targets of Mind Burst or Adrenal Flood. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can target any drudge (including those in a slaver unit) with Mind Burst. He can also channel through his own drudges at the different unit, which can extend a powerful effect a long way away. * If you do Mind Burst your own unit, you can attack with the drudge before casting Mind Burst (and removing him from play) * You can use psychic assault (targeted at an enemy) to power up Monstrosities using Rage Fueled. Beware it might do more damage than you expect {{Dark Operations Footer}} 0feed51775177f1c795f665167499b17342dd60a 1456 1455 2024-08-17T00:36:44Z Gedditoffme 2 /* Statistics */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><!-- Flavour text from official selling points --><br> Cephalyx specialized in unleashing formidable mental powers to augment the drudges they command or to annihilate foes, mind benders can instill in their enslaved warriors a strength and savagery beyond ordinary fleshly limitations. These drudges sometimes serve as conduits for the mind bender’s overwhelming rending mental attacks, though they are consumed in the process. [[File:Cephalyx Mind Bender & Drudges.jpg|thumb|right]] == Statistics == Mind Bender & 5 drudges for 6pts === Mind Bender === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mind Bender ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} ====Abilities==== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Magic Ability''' - Performing a Magic Ability special action or special attack counts as casting a spell. ** '''Adrenal Flood''' ( *Action) - RNG 6. Target friendly non-Leader warrior model. If the target model is in range, it gains +3 MAT, +3 ARM, and +3 to its melee attack damage rolls for one round. ** '''Mind Burst''' ( *Action) - RNG 6. Target friendly Grunt model. If the Grunt is in range, enemy models within 2" of it suffer an unboostable POW 12 blast damage roll, then the Grunt model is removed from play. ** '''Psychic Assault''' ( *Attack) - Psychic Assault is a RNG SP 8, POW 12 arcane attack. This attack ignores LOS. * '''Psychic Projection''' - This model can channel spells through Grunts in this unit. ====Weapons==== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} === Drudge Grunt === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Drudge Grunt''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 15 || <!--HP--> 1 |} ====Abilities==== *'''Tough''' *'''Eyeless Sight''' ====Weapons==== {{Melee Weapon|<!--Name-->Drudge Weapons|<!--MAT-->5|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Magical support unit of drudges, basically a solo spellcaster with drudges for channeling or buffing with spells. Excels at anti-infantry, using psychic assault or mind burst to kill large numbers of enemies. * Mind Burst auto-hits for a pow12 on all models in 2", which is a very effective way to remove large numbers of models. Most infantry will clump within 2" anyway, and drudge unit placement means you can usually place one right in the middle of the enemy blob. * Adrenal flood can buff other melee models to great heights - a [[Cephalyx Mind Slaver & Drudges|Slaver's drudge]] can hit pow17, but even a cephalyx can hit hard at a pinch. Most impressively, [[Carver Ultimus]] or [[Magnus the Unstoppable]] can gain Adrenal flood, which combined with their Focus / Fury and already impressive statline can leave them wrecking anything and having enough armour to resist retaliation. * At a pinch, the drudges can fight, and if you charge and have no spells to cast the Bender is as good at anatomical precision as other Cephalyx. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * With the spells being special actions, you can't charge any use it. This makes Adrenal flood and Mind Burst less effective on your own unit, and makes it difficult to maximise threat range on psychic assaults or Mind Bursts. * Basically useless if the Bender dies, and unlike the Slaver he is not surrounded by shield guards. Always keep him at the back of the unit and watch out for enemy shooting that ignores stealth. == Synergy == <!-- Which models work well with this? --> * [[Cephalyx Overlords]] give Grip of Shadows, which can help a Mind Bender's Psychic Assault hit * [[Exulon Thexus]] can use Telekinetic Tide to move enemy models around to create a perfect bubble for mind burst, or lines for a good psychic assault. * A [[Cephalyx Mind Slaver & Drudges]] unit provides shield guards that can protect the Bender, and can be good targets of Mind Burst or Adrenal Flood. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can target any drudge (including those in a slaver unit) with Mind Burst. He can also channel through his own drudges at the different unit, which can extend a powerful effect a long way away. * If you do Mind Burst your own unit, you can attack with the drudge before casting Mind Burst (and removing him from play) * You can use psychic assault (targeted at an enemy) to power up Monstrosities using Rage Fueled. Beware it might do more damage than you expect {{Dark Operations Footer}} 6bddc4553c642a684793d5ac72bb55bb7d84111a 1457 1456 2024-08-17T00:37:41Z Gedditoffme 2 /* Abilities */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><!-- Flavour text from official selling points --><br> Cephalyx specialized in unleashing formidable mental powers to augment the drudges they command or to annihilate foes, mind benders can instill in their enslaved warriors a strength and savagery beyond ordinary fleshly limitations. These drudges sometimes serve as conduits for the mind bender’s overwhelming rending mental attacks, though they are consumed in the process. [[File:Cephalyx Mind Bender & Drudges.jpg|thumb|right]] == Statistics == Mind Bender & 5 drudges for 6pts === Mind Bender === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mind Bender ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} ====Abilities==== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Magic Ability''' - Performing a Magic Ability special action or special attack counts as casting a spell. ** '''Adrenal Flood''' ( *Action) - RNG 6. Target friendly non-Leader warrior model. If the target model is in range, it gains +3 MAT, +3 ARM, and +3 to its melee attack damage rolls for one round. ** '''Mind Burst''' ( *Action) - RNG 6. Target friendly Grunt model. If the Grunt is in range, enemy models within 2" of it suffer an unboostable POW 12 blast damage roll, then the Grunt model is removed from play. ** '''Psychic Assault''' ( *Attack) - Psychic Assault is a RNG SP 8, POW 12 arcane attack. This attack ignores LOS. * '''Psychic Projection''' - This model can channel spells through Grunts in this unit. ====Weapons==== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} === Drudge Grunt === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Drudge Grunt''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 15 || <!--HP--> 1 |} ====Abilities==== *'''Tough''' *'''Eyeless Sight''' ====Weapons==== {{Melee Weapon|<!--Name-->Drudge Weapons|<!--MAT-->5|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Magical support unit of drudges, basically a solo spellcaster with drudges for channeling or buffing with spells. Excels at anti-infantry, using psychic assault or mind burst to kill large numbers of enemies. * Mind Burst auto-hits for a pow12 on all models in 2", which is a very effective way to remove large numbers of models. Most infantry will clump within 2" anyway, and drudge unit placement means you can usually place one right in the middle of the enemy blob. * Adrenal flood can buff other melee models to great heights - a [[Cephalyx Mind Slaver & Drudges|Slaver's drudge]] can hit pow17, but even a cephalyx can hit hard at a pinch. Most impressively, [[Carver Ultimus]] or [[Magnus the Unstoppable]] can gain Adrenal flood, which combined with their Focus / Fury and already impressive statline can leave them wrecking anything and having enough armour to resist retaliation. * At a pinch, the drudges can fight, and if you charge and have no spells to cast the Bender is as good at anatomical precision as other Cephalyx. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * With the spells being special actions, you can't charge any use it. This makes Adrenal flood and Mind Burst less effective on your own unit, and makes it difficult to maximise threat range on psychic assaults or Mind Bursts. * Basically useless if the Bender dies, and unlike the Slaver he is not surrounded by shield guards. Always keep him at the back of the unit and watch out for enemy shooting that ignores stealth. == Synergy == <!-- Which models work well with this? --> * [[Cephalyx Overlords]] give Grip of Shadows, which can help a Mind Bender's Psychic Assault hit * [[Exulon Thexus]] can use Telekinetic Tide to move enemy models around to create a perfect bubble for mind burst, or lines for a good psychic assault. * A [[Cephalyx Mind Slaver & Drudges]] unit provides shield guards that can protect the Bender, and can be good targets of Mind Burst or Adrenal Flood. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can target any drudge (including those in a slaver unit) with Mind Burst. He can also channel through his own drudges at the different unit, which can extend a powerful effect a long way away. * If you do Mind Burst your own unit, you can attack with the drudge before casting Mind Burst (and removing him from play) * You can use psychic assault (targeted at an enemy) to power up Monstrosities using Rage Fueled. Beware it might do more damage than you expect {{Dark Operations Footer}} e4a5cc7c8c7df1b2108271823bbfa13106679d67 1458 1457 2024-08-17T00:39:04Z Gedditoffme 2 /* Synergy */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><!-- Flavour text from official selling points --><br> Cephalyx specialized in unleashing formidable mental powers to augment the drudges they command or to annihilate foes, mind benders can instill in their enslaved warriors a strength and savagery beyond ordinary fleshly limitations. These drudges sometimes serve as conduits for the mind bender’s overwhelming rending mental attacks, though they are consumed in the process. [[File:Cephalyx Mind Bender & Drudges.jpg|thumb|right]] == Statistics == Mind Bender & 5 drudges for 6pts === Mind Bender === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mind Bender ''' || <!--Spd--> 6 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} ====Abilities==== *'''Stealth''' *'''Pathfinder''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. * '''Magic Ability''' - Performing a Magic Ability special action or special attack counts as casting a spell. ** '''Adrenal Flood''' ( *Action) - RNG 6. Target friendly non-Leader warrior model. If the target model is in range, it gains +3 MAT, +3 ARM, and +3 to its melee attack damage rolls for one round. ** '''Mind Burst''' ( *Action) - RNG 6. Target friendly Grunt model. If the Grunt is in range, enemy models within 2" of it suffer an unboostable POW 12 blast damage roll, then the Grunt model is removed from play. ** '''Psychic Assault''' ( *Attack) - Psychic Assault is a RNG SP 8, POW 12 arcane attack. This attack ignores LOS. * '''Psychic Projection''' - This model can channel spells through Grunts in this unit. ====Weapons==== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} === Drudge Grunt === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Drudge Grunt''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 15 || <!--HP--> 1 |} ====Abilities==== *'''Tough''' *'''Eyeless Sight''' ====Weapons==== {{Melee Weapon|<!--Name-->Drudge Weapons|<!--MAT-->5|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> Magical support unit of drudges, basically a solo spellcaster with drudges for channeling or buffing with spells. Excels at anti-infantry, using psychic assault or mind burst to kill large numbers of enemies. * Mind Burst auto-hits for a pow12 on all models in 2", which is a very effective way to remove large numbers of models. Most infantry will clump within 2" anyway, and drudge unit placement means you can usually place one right in the middle of the enemy blob. * Adrenal flood can buff other melee models to great heights - a [[Cephalyx Mind Slaver & Drudges|Slaver's drudge]] can hit pow17, but even a cephalyx can hit hard at a pinch. Most impressively, [[Carver Ultimus]] or [[Magnus the Unstoppable]] can gain Adrenal flood, which combined with their Focus / Fury and already impressive statline can leave them wrecking anything and having enough armour to resist retaliation. * At a pinch, the drudges can fight, and if you charge and have no spells to cast the Bender is as good at anatomical precision as other Cephalyx. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * With the spells being special actions, you can't charge any use it. This makes Adrenal flood and Mind Burst less effective on your own unit, and makes it difficult to maximise threat range on psychic assaults or Mind Bursts. * Basically useless if the Bender dies, and unlike the Slaver he is not surrounded by shield guards. Always keep him at the back of the unit and watch out for enemy shooting that ignores stealth. == Synergy == <!-- Which models work well with this? --> * [[Cephalyx Overlords]] can give Grip of Shadows, which helps a Mind Bender's Psychic Assault hit. Their veteran leader (drudge) increases drudge's MAT to 6, helping them hit too. * [[Exulon Thexus]] can use Telekinetic Tide to move enemy models around to create a perfect bubble for mind burst, or lines for a good psychic assault. * A [[Cephalyx Mind Slaver & Drudges]] unit provides shield guards that can protect the Bender, and can be good targets of Mind Burst or Adrenal Flood. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can target any drudge (including those in a slaver unit) with Mind Burst. He can also channel through his own drudges at the different unit, which can extend a powerful effect a long way away. * If you do Mind Burst your own unit, you can attack with the drudge before casting Mind Burst (and removing him from play) * You can use psychic assault (targeted at an enemy) to power up Monstrosities using Rage Fueled. Beware it might do more damage than you expect {{Dark Operations Footer}} b7bc7dd81cd7412d5290817766d5ab1b51e9b89c Iron Lich Asphyxious 0 441 1459 1406 2024-08-17T00:55:01Z Gedditoffme 2 /* Tricks */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Mercenary]] Cephalyx [[Dark Operations]] [[Scout]] [[Warcaster]]'''</span><BR> <!-- Flavour text from official selling points --> For sixteen centuries he has gathered lore, mastered war and the arcane arts, and become as formidable a creature as has ever walked the face of Caen. He looks to orchestrate the will of Toruk, see the Dragon's empire encompass the mainland, drown its cities in blood, and release a never-ending tide of souls from which he can drink and draw power. Asphyxious leaves behind ashen fields of lifeless grasses and withered trees. Blackened corpses and bubbling pools of gore are all that remain of his victims. The demands of his iron body create a ravenous thirst for fresh souls. The powerful iron carapace grants great physical strength, and his iron talons wield the ensorcelled Soulsplitter—a twin-pronged spear bathed in raw entropy. [[File:IronLichAsphyxious.jpg|thumb|right]] == Statistics == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Asphyxious1''' || <!--Spd--> 5 || <!--AAT--> 7|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 15 || <!--Arm--> 16 || <!--Arc--> 7 || <!--Ctrl--> 14|| <!--HP--> 18 |} ===Abilities=== * '''Undead''' * '''Pathfinder''' * '''Dark Rituals''' - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage. * '''Ghost Shield''' - This model gains +1 ARM for each soul token currently on it. * '''Soul Taker: Cull Soul''' - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point. ===Weapons=== {{Melee Weapon| Soulsplitter |6|2|15|* '''Magical Weapon''' *'''Sustained Attack''' - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.}} === Feat: Consuming Blight === Enemy models currently in Asphyxious' control range suffer an unboostable POW 5 damage roll. Consuming Blight damage rolls are simultaneous. Asphyxious then gains up to 7 focus points. He cannot have more focus points than his current ARC as a result of Consuming Blight. === Spells === <!--Try to set templates for the spells, list them out--> {{Breath of Corruption}} {{Hellfire}} {{Parasite}} {{Scything Touch}} {{Teleport}} == Roles and Strengths == <!-- In a sentence or 2, what does this model do?--> Asphyxious is the magical master, leaning into magical assassination and extreme armour debuffs: -5arm on a target if he wants. He is also one of the better 2nd wave melee fighters, bringing pow15 (which can also benefit from -5 in debuffs) attacks that autohit once hitting once, and can replenish focus for up to 14 attacks. * His main schtick is debuffing armour in the extreme. Dark Rituals a parasite on a choice target. Scything touch should be somewhere from turn 1: probably a machine wraith or drudge. Get both on the same target for -5arm: at this level Psychic Assaults are effective pow17, Slaver's Drudges pow19, [[Steelhead Volley Gun Crew]] is pow20 (incl volume fire). Basically anything is hitting hard enough to hurt cohorts. * Feat can enable a magical assassination, with 4 attacks from either Breath of Corruption (auto-hitting pow12) or Hellfire (Rng10, pow14). Can also use Parasite or Scything Touch to reduce armour. * The pow5 damage of his feat isn't too impressive, but you can roll against every model and should get a few. Parasite or scything touch can also increase this. Against low arm models (around 12-13) it can devastate them: getting half the opposing force for not much effort. * Teleport gives him the option to charge a heavy, lay waste to it in melee then disappear away from retaliation. == Downsides == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Does nothing to help the survivability or threat range of his army, nor their ability to hit * He's about as subtle as a brick: "How will I stab you, Magically blast you or debuff you to oblivion today?". This still gives you a lot of options though == Tricks == <!-- dot point list of cool plays and combos--> * Breath of corruption does a pow12 when it misses, meaning you can use it on high def enemies (incl warcasters) to guarantee a boostable damage roll. * Breath of Corruption's hazard clous can be used to deny board space to single wound models, or used to block Line of Sight to your forces. The position is reliant on enemy positioning, but look for opportunities to block chokepoints through terrain or to objectives. * When using Dark Rituals, you can either channel through a drudge who is expendable (and can tough), or a Cephalyx who will never die from a single d3 damage (due to 5 hp). * Use Grave Robbing to gain a soul, and cast Parasite on an enemy. With Ghost Shield Asphyxious is now def15, arm18, which is getting respectable for a late-game bully. * Scything touch triggers for being within 2", not in melee. This means a model with less than 2" melee RNG can engage an enemy with <2" melee RNG without giving them the target in melee bonus. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * Multishot guns work well, combining with the potential armour swings. Look for [[Carver Ultimus]] and [[Steelhead Volley Gun Crew]] for multi-shot volume fire guns. * Large swarms of infantry, even the humble [[Cephalyx Mind Slaver & Drudges]] also benefit from armour debuffs. * [[Machine Wraith]] is a fast, difficult to remove model that can hold Scything Touch for others to benefit from. Incorporeal also reduces the chance of getting in the way of melee movements. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == == Lore and Trivia == * Asphyxious1 was one of the original Cryx casters. When Mk4 added a 4th scout caster to each legacy army, Dark Operations gained him as the main broker of the Cryx-Cephalyx alliance. {{Dark Operations Footer}} a9289158eb92c8f9db2ab6caa27d2278577c0149 Cephalyx Mind Slaver & Drudges 0 436 1460 1388 2024-08-17T01:10:38Z Gedditoffme 2 /* Synergy */ wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cephalyx]] [[Dark Operations]] [[Unit]]'''</span><!-- Flavour text from official selling points --><br> From below western Immoren emerge the inscrutable cephalyx mind slavers, who have entered into an unholy bargain with the Cryxian Empire. Applying a horrific blend of machinery, alchemy, and disfiguring surgery, the slavers transform their captured victims into powerfully muscled and mechanically enhanced warriors they control to fight and die in their stead. [[File:Cephalyx Drudges.jpg|thumb|right]] == Statistics: == === Mind Slaver === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Mind Slaver''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 14 || <!--Arm--> 13 || <!--HP--> 5 |} ====Abilities:==== *'''Stealth''' *'''Pathfinder''' *'''Ambush''' *'''Advanced Deploy''' *'''Anatomical Precision''' - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. *'''Granted: Blood-Bound''' - While this model is in play, models in its unit gain Blood-Bound. (When a model with Blood-Bound destroys a living enemy model with an attack, after the attack is resolved you can return one destroyed model in its unit to play. Place the returned model completely within 3" of the attacking model. The returned model cannot activate the turn it returns to play. The destroyed enemy model is removed from play and does not provide a soul or corpse token.) *'''Granted: Gang''' - While this model is in play, models in its unit gain Gang. (When making a melee attack targeting an enemy model in the melee range of another model in this unit, a model with Gang gains +2 to melee attack and melee damage rolls.) ====Weapons==== {{Melee Weapon|<!--Name-->Prosthetic Blades|<!--MAT-->6|<!--RNG-->1|<!--POW-->11|}} === Drudge Grunt === {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | ''' Drudge Grunt''' || <!--Spd--> 5 || <!--AAT--> -|| <!--MAT--> 5 || <!--RAT--> - || <!--Def--> 11 || <!--Arm--> 15 || <!--HP--> 1 |} ====Abilities:==== *'''Tough''' *'''Eyeless Sight''' *'''Ambush''' *'''Advanced Deploy''' *'''Shield Guard''' - When a friendly model is directly hit by a non-spray ranged attack while within 3" of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead. That model is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary. Shield Guard can only be used once per attack. ====Weapons==== {{Melee Weapon|<!--Name-->Drudge Weapons|<!--MAT-->5|<!--RNG-->1|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> The Basic melee infantry of Cephalyx, they also use shield guard to protect more important cephalyx or cohorts from enemy shooting. * Ambush or AD can get them into the action quicker, or come from a side to claim an objective. If nothing else, you can unclog your deployment zone. * The Slaver should be protected due to Blood Bound and Gang, but once engaging he is one of the better fighters too: with mat6, gang and anatomical precision. * With Gang, drudges are Mat7, pow14, a good hitting power for their cost (1pt per model). * Blood bound lets you resurrect drudges for killing living enemies. Can be good to get a couple drudges back == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Slow, although you can walk from the slaver for Spd6 pathfinder * Get a lot weaker without Gang, so do everything you can to protect the slaver. == Synergy == <!-- Which models work well with this? --> * [[Cephalyx Overlords]] give veteran leader for +1 to hit * [[Exulon Thexus]] can use telekinesis and Telekinetic Tide to close 4" between Drudges and their targets, and Crippling Grasp boosts hitting power. Deceleration is good too. * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can use Adrenal Flood to boost a single drudge (or Slaver)'s combat stats by 3, pow17 without other buffs is getting into warjack territory. * [[Iron Lich Asphyxious]] with Scything Touch and Parasite can drop an opponent's arm by 5, if you really want to punch a hole through the world. * [[Cognifex Cyphon]]'s onslaught can give the drudges Onslaught, giving them pathfinder for charging and making them less reliant on Slaver leading the charge. == Tricks == <!-- dot point list of cool plays and combos--> * A [[Cephalyx Mind Bender & Drudges|Mind Bender]] can target any drudge (including those in a slaver unit) with Mind Burst. He can also channel through his own drudges, which can extend a powerful effect a long way away. {{Dark Operations Footer}} 606aaab4c0f3151da8181c5055c4835ce822831e File:Cygnar-Specialist Tyson Vas.jpg 6 459 1461 2024-08-17T02:27:30Z EchoStrike11 36 Only available in a bundle currently, no standalone picture on SFG's site. wikitext text/x-wiki == Summary == Only available in a bundle currently, no standalone picture on SFG's site. 52bd2a23607f2c94ed7fd09f080bfe11b2350b06 Specialist Tyson Vas 0 460 1462 2024-08-17T02:59:19Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Solo]]'''</span> [[File:Cygnar-Specialist_Tyson_Vas.jpg|thumb|right]] ''Model description placeholder.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="w..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Forge Cadre]] [[Solo]]'''</span> [[File:Cygnar-Specialist_Tyson_Vas.jpg|thumb|right]] ''Model description placeholder.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Tyson Vas''' || <!--Spd--> 7 || <!--AAT--> -|| <!--MAT--> - || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 12 || <!--HP--> 5 |} 3pts ===Abilities:=== * '''Resistance: Electricity''' * {{Unstoppable}} * {{Hit the Deck!}} * {{Rise}} * {{Strafing Run}} ===Weapons=== {{Ranged Weapon|<!--Name-->Tempest Capacitor|<!--RAT-->7|<!--RNG-->8|<!--ROF-->3|<!--AOE-->-|<!--POW-->12| * '''Damage Type: Magical''' * '''Damage Type: Electricity''' * {{Arcing Fire}} * {{Direct Current}} * {{Electrocutioner}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> He's a speedy, lightning grenade chucking solo. <!-- How do they do it, what do they excel at?--> * With both Stormcall and magical damage, he can ignore a lot of anti-shooting tech. * High speed and good defense, not to mention ROF 3. * Good RAT plus Strafing Run makes him very accurate. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Short range and poor armor. == Synergy == <!-- Which models work well with this? --> * Taking [[snipe]] from the rack can extend his short range. * Any model with [[Ionization]] helps buff his damage. These include [[Mechanik Adept Sparkhammer|Sparkhammer]], the [[Legionnaire Standard Bearer]] and the [[Zephyr]]. * The [[Weather Station]] also has an [[Electrocutioner]] attack that Vas can stack with. == Tricks == <!-- dot point list of cool plays and combos--> * With both Arcing Fire and Direct Current he can target a model at the back of a group and zap lightning through all of them. * Don't forget he has Unstoppable, so he can just walk away from enemies if he needs to. * He can trigger the stationary effect of [[Electrocutioner]] by himself, but he does need to hit the same target with all his attacks. {{Storm Legion Footer}} d5796e60d8a9a605cf6694d0691da706d84e4830 Template:Arcing Fire 10 461 1463 2024-08-17T03:29:56Z EchoStrike11 36 Created page with "'''Arcing Fire''' - When attacking with this weapon, this model can ignore intervening models." wikitext text/x-wiki '''Arcing Fire''' - When attacking with this weapon, this model can ignore intervening models. f7414a57f147d94491fe9316428877658fa810c8 Template:Strafing Run 10 462 1464 2024-08-17T03:35:49Z EchoStrike11 36 Created page with "'''Strafing Run''' - This model gains an additional die on ranged attack and ranged attack damage rolls. Discard the lowest die in each roll." wikitext text/x-wiki '''Strafing Run''' - This model gains an additional die on ranged attack and ranged attack damage rolls. Discard the lowest die in each roll. 919bbc407f3a2ffc3d0160272cbf4ea1bf60082e Template:Unstoppable 10 463 1465 2024-08-17T03:39:40Z EchoStrike11 36 Created page with "'''Unstoppable''' - This model does not have to forfeit its Combat Action when it advances or is placed out of one or more enemy models' melee ranges during its Normal Movement." wikitext text/x-wiki '''Unstoppable''' - This model does not have to forfeit its Combat Action when it advances or is placed out of one or more enemy models' melee ranges during its Normal Movement. 4393e544af2ecfa85eb597efa626ef24bba2cf30 Template:Pistol 10 464 1466 2024-08-17T03:54:11Z EchoStrike11 36 Created page with "'''Pistol''' - A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack." wikitext text/x-wiki '''Pistol''' - A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack. c3bc0778a8d44b19e6aa1963c108399c6fa732e8 Template:Dual Attack 10 465 1467 2024-08-17T04:10:56Z EchoStrike11 36 Created page with "'''Dual Attack''' - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack." wikitext text/x-wiki '''Dual Attack''' - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack. f5aad24fa703ffd551d697cb4beb5e4e5c22f181 Stormthrower Legionnaires 0 403 1468 1291 2024-08-17T04:12:21Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormthrower_Legionnaires.webp|thumb|right]] ''Among Cygnar’s most technologically advanced soldiers, the Stormthrower Legionnaires are armed with huge galvanically charged mechanika fighting blades that can spring open to reveal their lightning spraying power cores. The Stomthrowers are intended to provide withering fire support to Storm Legion forces on the battlefield.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormthrower Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} 5 Grunts for 8pts ===Abilities:=== * '''Resistance: Electricity''' * {{Dual Attack}} ===Weapons=== {{Ranged Weapon|<!--Name-->Electrical Discharge|<!--RAT-->6|<!--RNG-->sp10|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * {{Pistol}} * '''Damage type: Electricity''' }} {{Melee Weapon|<!--Name-->Blade|<!--MAT-->6|<!--RNG-->2|<!--POW-->12|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're hybrid infantry with a lightning spray attack and a decent sword. <!-- How do they do it, what do they excel at?--> * With both Dual Attack and the Pistol weapon quality, they have very flexible options for using their ranged attacks even when they're stuck into melee. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are the most expensive of the small-based legionnaires. * They are vulnerable to counter shooting. == Synergy == <!-- Which models work well with this? --> * Taking [[Deflection]] from the rack can help Stormguard Legionnaires survive. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 89e65b243b7a66cce6aa58c20bb0d821d5ff6e6b Captain Madison Calder 0 302 1469 1332 2024-08-17T04:15:20Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Warcaster]]'''</span><BR> == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | ARC !! style="width:3em;" | CTRL !! style="width:3em;" | Health |- | ''' Calder 1 ''' || <!--Spd--> 8 || <!--AAT--> 6|| <!--MAT--> 6 || <!--RAT--> 7 || <!--Def--> 15 || <!--Arm--> 17 || <!--Arc--> 7 || <!--Ctrl--> 14 || <!--HP--> 17 |} ===Abilities:=== * [[Birds Eye]] * [[Dodge]] * Reposition 3" * {{Unstoppable}} * [[Cavalry]] * [[Pathfinder]] * {{Dual Attack}} * '''Resistance: Electricity''' ===Weapons=== {{Ranged Weapon|Electro Pulse |7|10|1|-|12| * {{Pistol}} * '''Damage Type: Electricity''' }} {{Melee Weapon|Pulse Sword|6|1|14| * '''Damage Type: Magical''' * {{Brutal Charge}} * '''Critical Cortex Damage''': On a critical hit, a warjack suffers 1 damage to its cortex }} === Ride the Storm === While in Calder's control range, models in her battlegroup gain +3 DEF, [[Dodge]], and [[Riposte]]. Ride the Storm lasts for one round. === Spells === {{Crusader's Call}} {{Rhythm of War}} Players may choose 3 Spells from the Rack List {{Storm Legion Rack List}} === Recommended Rack choices === <!--What rack choices would you strongly consider with this Warcaster?--> * [[Electrify]] since you'll be needing a damage buff in most cases. * [[Deflection]] starts making the feat really difficult to manage. * [[Arcane Shield]] can be good for a range of models, especially as she has a third rack slot. == Roles and Strengths: == <!-- In a sentence or 2, what does this model do?--> Do you want mobility and speed? That's Calder's bag. Do you want to give your opponent nowhere to hide? Bird's eye! == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * Her feat is restricted to her battlegroup. * She isn't doing much for the army outside of her battlegroup, besides a few spells that don't necessarily do what the army ''needs''. * Her personal output isn't amazing. * Warjacks under feat can be surrounded by units, meaning that they can't dodge away. == Tricks: == <!-- dot point list of cool plays and combos--> * Stack that DEF on the battlegroup. Set Defence makes the battlegroup a high risk proposition to take on, even in melee. ** Strykers will have DEF17 with the Voltaic Halberd, Coursers will have DEF 18 with the Voltaic Spear. * Take [[Sentry Duty]] and even models with Stealth have to worry about her battlegroup. * Remember that you can choose the order for Dodge and Riposte under the feat. You can Riposte to attack then dodge away, or just dodge away if you don't want the attack (particularly true against Hyper Aggressive models). * She has Pathfinder and Dodge - sit in a forest and she becomes very hard to hit at range. * Bird's Eye is not restricted to ranged attacks - give a Stryker the [[Relentless Charge]] head and they can be surprising your opponent's important targets behind a forest. == List Design == === Recommended choices === <!-- Which models will you often take with this caster and why? --> * She's a candidate for a large battlegroup, so [[Arcane Mechaniks]] are a top choice. * [[Tempest Assailers]] suddenly become pretty zippy and are a good target for Arcane Shield. * [[Storm Lance Legionnaires]] become ''very'' zippy since they will now threaten 15". * Most of the army outside of the 40mm based units will have a 13" minimum threat range thanks to Crusader's Call. ==== Command Cards ==== * [[Defenses]] allows you to lean into the feat with some barriers for your models to hide behind. Strykers with Relentless Charge, the officer giving out pathfinder or Calder bringing [[Onslaught]] means they only disadvantage your opponent. === Example list === <!-- paste a list and a couple descriptions how it works. Start each line with : to give it an indent..--> == Battle Reports == * == Lore and Trivia == * When the 2024 dynamic update removed Desperate Pace from the officer, Calder gained Crusader's Call to replace Watcher. {{Storm Legion Footer}} f7531219dd29aa3fd8f85b3a9e7213d9736d9451 Editor talkpage 0 250 1470 1334 2024-08-17T04:24:40Z EchoStrike11 36 wikitext text/x-wiki Hey - for editors, looking to chat and coordinate the growth of the wiki. Any page can have a talk page, but here focus is on issues that affect everything. Rules for talkpage * Be excellent to one another * Sign your updates with <nowiki>~~~~</nowiki> [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Note 13/7: I am having trouble logging in since the URL change dropped - anyone else? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) - faked signature Update: I am able to login again, hope the rest of you can too [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) This wiki doesn't seem to come up in a Google search. I can find it no problem with other search engines but not with Google. Google does find a broken link with the old name, but not the current site. Anyone else having this problem? Anyone have any idea how to fix it? [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 21:13, 12 August 2024 (UTC) == General == Any feature requests or changes to structure of wiki? * What do you all think of making the legacy armies match the app structure? The Faction being Cryx (Legacy), for example, and the Theme lists being Cryx Blackfleet and Cryx Dark Host. This would clean up the long list on the left side of the screen and avoid confusion for new and returning players. [Jlav] ** Hey: you mean on the left sidebar under "legacy prime" have just "Cryx", then the faction landing page gives links /summaries to Dark Host, Blackfleet, and Unlimited? Certainly open to this if so, shrinks it to 'faction' level rather than 'army' level. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) (apologies faked signature as I can't login at the moment) *** Yes, you got it. I also couldn't login, so I wasn't alone! So for example, to keep Cygnar Storm Legion distinct, maybe keep them separate under MKIV factions, and have Cygnar Legacy as a faction - First Army and Storm Knights would be theme lists, while unlimited would also be treated as a theme list - like here: [[Cygnar Legacy]] On the left menu then would be simply Cygnar Legacy, Cryx Legacy, etc... [[User:Jlav|Jlav]] ([[User talk:Jlav|talk]]) Hey, I can do that, thanks for suggesting. Give me a day or so to fiddle with it [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 23:09, 13 July 2024 (UTC) * Ok, it might take a bit of work to fiddle and get index pages & sidebar set up for each faction and want to make sure it makes sense before I commit the effort. I've proposed a template here [[Khador]]: basically thinking the 'faction' page can link to each army, give an overview of the models in it. The "Legacy Prime Factions" Sidebar will change to link to the Legacy subheading of the faction page, then you can see at a glance what is in each. Looking at my example: will use the 'footer' / index to list all the models available (currently all Mk4 factions have this. Unlimited would include an index similar to the others. This is slightly different to the [[Cygnar Legacy]] concept: my pitch is this would change to the [[Cygnar]] page and include [[Storm Legion]] within it. Also suggest the list of models shifts to a table similar to Mk4 footers. What do you think? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 03:45, 14 July 2024 (UTC) **I think that sounds good. It addresses the problem of everything looking fragmented in the list building. New players will find it complicated sorting out what Khador can work with what if every set of list options is compartmentalized Where can I find the spell template? [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) * Great idea: I had been copy pasting another, but just made this: [[Spell template]] [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:08, 2 August 2024 (UTC) I've created templates for the March and Special Orders battle plans. I've also edited the Precision Strike template so it includes the name of the ability. The more templates we can use, the more consistent things will be in the long run (and quicker to create pages, too!) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:20, 3 August 2024 (UTC) And while I'm here, I've created a template for the preamble, too. So you can just write battle plan models like this: <nowiki>* {{Battle Plan}} ** {{March}} ** {{Precision Strike}} ** {{Special Orders}}</nowiki> [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:28, 3 August 2024 (UTC) Is the intention for every ability and keyword to have a template? And if so can we get a blank template for that in the editing guide? <s>Also, is there some sort of index showing what abilities have already been made as templates?</s> Aha! I found the 'Special Pages -> All Pages With Prefix -> Namespace: Template' list. [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 07:37, 9 August 2024 (UTC) I've added templates for Dual Attack and the Pistol weapon advantage. Since a lot of models have those rules, I'd appreciate a double check that the templates are right, and then we can use those in all the relevant pages. [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 04:23, 17 August 2024 (UTC) ==MK4 Army discussions== === Khador Winter Korps === We're getting close to complete here - but most pages have been written by a single person each. Would appreciate a second edit pass, and checking if any cool strats have been missed. The mercs could also do with being added [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Orgoth Sea Raiders === Army with second most pages - there's a page for every unit, but mostly only the model rules. Could do with some strategies, tips, synergies added. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cygnar Storm Legion === A bit behind - anyone with Storm Legion experience able to start a few pages? [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) Wolfe and Caine have had some work [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:14, 2 August 2024 (UTC) All casters now have some content, plus two solos [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 18:30, 3 August 2024 (UTC) Hello everyone! I'm new here and I took the liberty of starting the Tempest Assailers unit page. I have very little wiki experience and I'd appreciate if somebody could double check me. I also have no table time with the newest models so I left the commentary sections empty for now. Thanks! [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 03:24, 7 August 2024 (UTC) Looks Great- Good to have you on the team :) [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:33, 7 August 2024 (UTC) * I've converted Shield Wall, Smite star attack and Repulsor all to templates for reuse on other pages. I've sprinkled in a little bit about synergy, too. [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 13:15, 7 August 2024 (UTC) ** And in case anyone wants to use it, I used the star ★ from https://symbl.cc/en/2605/ . (You can just copy that star I used ^_^) [[User:Rork|Rork]] ([[User talk:Rork|talk]]) 14:48, 7 August 2024 (UTC) All of the Storm Legion unit pages have been framed out and are ready for people to add their personal tricks and strats. [[User:EchoStrike11|EchoStrike11]] ([[User talk:EchoStrike11|talk]]) 21:13, 12 August 2024 (UTC) ** Thanks for your efforts, lets see if we can rally the swans to assist [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 22:30, 13 August 2024 (UTC) === Dusk House Kallyss === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Khymaera Shadowflame Shard === Looking for a champion here able to start a few pages [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Southern Kriels Brineblood Marauders === Going steady - good job guys [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) === Cryx Necrofactorum === Going well, happy to hold off a little here until more rules are released [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) == Legacy Armies == Feel free to start sections / discussion here. There's been a good start on a few armies, thanks for the efforts there. [[User:Gedditoffme|Gedditoffme]] ([[User talk:Gedditoffme|talk]]) 10:27, 13 July 2024 (UTC) 39178d5e4598ea28378a12b5ba28dcf2aac72b38 Storm Lance Legionnaires 0 408 1471 1421 2024-08-17T04:26:17Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Storm_Lance_Legionnaires.webp|thumb|right]] ''The Storm Lance Legionnaires are the heavy cavalry of the Storm Legion. Clad in Legionnaire armor astride heavily armored and insulated warhorses, the Storm Lances charge headlong into the enemy as the vanguard of Cygnar’s forces. Their lances are capable of both brutal charges and searing electrical attacks.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Storm Lance Legionnaires''' || <!--Spd--> 8 || <!--AAT--> -|| <!--MAT--> 7 || <!--RAT--> 6 || <!--Def--> 13 || <!--Arm--> 18 || <!--HP--> 5 |} 3 Grunts for 10pts ===Abilities:=== * '''Resistance: Electricity''' * {{Dual Attack}} * {{Unstoppable}} * {{Cavalry}} * '''Reposition [3"]''' * {{Unyielding}} ===Weapons=== {{Ranged Weapon|<!--Name-->Lightning Pulse|<!--RAT-->6|<!--RNG-->8|<!--ROF-->1|<!--AOE-->-|<!--POW-->12| * {{Pistol}} * '''Damage type: Electricity''' * {{Electro Leap}}}} {{Melee Weapon|<!--Name-->Lance|<!--MAT-->7|<!--RNG-->2|<!--POW-->14| * {{Brutal Charge}} * {{Critical Thunderclap}}}} {{Melee Weapon|<!--Name-->Shield|<!--MAT-->7|<!--RNG-->1|<!--POW-->9|}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're premium heavy cavalry with ranged attacks on the side. <!-- How do they do it, what do they excel at?--> * Hard hitting charge with a very long threat range. ** With the cavalry advantage they get boosted charge attacks, improving both their chances of hitting and their chances to crit. * Good armor and 5 boxes each, especially in melee. * With both Dual Attack and the Pistol weapon quality, they have very flexible options for using their ranged attacks even when they're stuck into melee. * Multiple initials plus Electro Leap help them clear groups of enemies. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * They are very expensive. == Synergy == * The Legionnaire Officer can grant them Pathfinder through its [[March]] Battle Plan. * Defensive spells from the rack like [[Deflection]] and [[Arcane Shield]] help to protect your investment. * Captain Madison Calders [[Crusader's Call]] increase their charge threat range to 15 inches, which is quite respectable for a unit. * Major Anson Wolfe's [[Lightning Tendrils]] can be put on them in a pinch, which gives their Shields and Lances [[Electro Leap]]. This means a single Storm Lance potentially can destroy 9 enemy models with its melee == Tricks == * And Arcane Shielded unit of Storm Lances can operate at the flanks of your army and provide an 16-20" ranged harassement unit (Repositioning out to avoid being attacked in return) and/or charge in to dominate a flank. They will usually require som actual attention to remove, and can deny your opponent objectives. This tactic works with almost all the casters, and Sparkhammer can even sometimes cover the nearest with Deflection when he increases his CTRL range to 16". {{Storm Legion Footer}} e405cfe66ff3693c525bf14ff717773cd20a1159 Reaver Standard 0 70 1472 372 2024-08-17T16:21:31Z Coltain 38 /* Abilities: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Reinforcing and emboldening the masses of reaver fighters, these dark warriors are entrusted to bear the fell totems and standards of the Orgoth. Imbued with dark magic, they not only sow withering weakness amongst their enemies, but they also impart an unnatural ferocity to those soldiers who battle beneath the standard’s grim shadow. Should a bearer fall, it is all but certain that another will rise to take their place, as competition to carry these accursed standards—and thus draw the attention of the Fellgoeth—is ferocious in its own way.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reaver Standard''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Command Attacahment [Reaver]:''' This command attachement can be added to a Reaver unit.<br> '''Cursed''': While within 5" of this model, enemy models suffer -1 ARM <br> '''Granted: Inspiration''': While this unit is in play, models in its unit gain +1 to attack rolls. <br> '''Granted: Rise''': While this model is in play, models in its unit that are knockedd down at the beginning of your Maintenance Phase stand up. <br> '''Take Up''': If this model is destroyed, you can choose a trooper in this unit within 1" of it to be destroyed instead. Remove tha trooper from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen trooper<br> ===Weapons=== {{Melee Weapon|<!--Name-->Infernus Han Weapons |<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> <!-- How do they do it, what do they excel at?--> * == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 02f0fe659ae3d0d003e2e9fc5a0662b31df34e16 1473 1472 2024-08-17T16:26:28Z Coltain 38 /* Role and Strengths: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Reinforcing and emboldening the masses of reaver fighters, these dark warriors are entrusted to bear the fell totems and standards of the Orgoth. Imbued with dark magic, they not only sow withering weakness amongst their enemies, but they also impart an unnatural ferocity to those soldiers who battle beneath the standard’s grim shadow. Should a bearer fall, it is all but certain that another will rise to take their place, as competition to carry these accursed standards—and thus draw the attention of the Fellgoeth—is ferocious in its own way.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reaver Standard''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Command Attacahment [Reaver]:''' This command attachement can be added to a Reaver unit.<br> '''Cursed''': While within 5" of this model, enemy models suffer -1 ARM <br> '''Granted: Inspiration''': While this unit is in play, models in its unit gain +1 to attack rolls. <br> '''Granted: Rise''': While this model is in play, models in its unit that are knockedd down at the beginning of your Maintenance Phase stand up. <br> '''Take Up''': If this model is destroyed, you can choose a trooper in this unit within 1" of it to be destroyed instead. Remove tha trooper from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen trooper<br> ===Weapons=== {{Melee Weapon|<!--Name-->Infernus Han Weapons |<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> The Reaver Standard can be a powerful tool for 2 points in an Orgoth Army. Raising the Mat of our Reavers from 6 to 7 is a very important inflection point. Cursed is also a great aura to have on the field as not only will the Reaver unit beneift from it but the whole army can benefit from it. <!-- How do they do it, what do they excel at?--> *Assault Reavers seem to use the Reaver Standard the best. Taking advantage of inspiration with both their Mat and Rat. Cursed is also useful for increasing the effective Pow of their harpoon shots to trigger skewer. *Everyother model in Orgoth benefits from the -1 Cursed aura. Careful board positioning can result in a lot of your army gaining this beneift from even a single Reaver Standard. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} da5641f5cb5a0a398f5bb9fa77dc225481001cf4 1474 1473 2024-08-17T16:29:24Z Coltain 38 /* Downsides: */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Reinforcing and emboldening the masses of reaver fighters, these dark warriors are entrusted to bear the fell totems and standards of the Orgoth. Imbued with dark magic, they not only sow withering weakness amongst their enemies, but they also impart an unnatural ferocity to those soldiers who battle beneath the standard’s grim shadow. Should a bearer fall, it is all but certain that another will rise to take their place, as competition to carry these accursed standards—and thus draw the attention of the Fellgoeth—is ferocious in its own way.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reaver Standard''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Command Attacahment [Reaver]:''' This command attachement can be added to a Reaver unit.<br> '''Cursed''': While within 5" of this model, enemy models suffer -1 ARM <br> '''Granted: Inspiration''': While this unit is in play, models in its unit gain +1 to attack rolls. <br> '''Granted: Rise''': While this model is in play, models in its unit that are knockedd down at the beginning of your Maintenance Phase stand up. <br> '''Take Up''': If this model is destroyed, you can choose a trooper in this unit within 1" of it to be destroyed instead. Remove tha trooper from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen trooper<br> ===Weapons=== {{Melee Weapon|<!--Name-->Infernus Han Weapons |<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> The Reaver Standard can be a powerful tool for 2 points in an Orgoth Army. Raising the Mat of our Reavers from 6 to 7 is a very important inflection point. Cursed is also a great aura to have on the field as not only will the Reaver unit beneift from it but the whole army can benefit from it. <!-- How do they do it, what do they excel at?--> *Assault Reavers seem to use the Reaver Standard the best. Taking advantage of inspiration with both their Mat and Rat. Cursed is also useful for increasing the effective Pow of their harpoon shots to trigger skewer. *Everyother model in Orgoth benefits from the -1 Cursed aura. Careful board positioning can result in a lot of your army gaining this beneift from even a single Reaver Standard. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *When taken with Reaver Skirmishers the Reaver Standard does not gain Prowl making it a lightning rod for ranged attacks, spells, and AOE's. *Its 2 point cost makes Reaver Skirmishers and Strike Reavers cost the same as the Ulkor Axers and Ulkor Barragers multi wound infantry units. Often for the same points it is better to take the Ulkor. == Synergy == <!-- Which models work well with this? --> * == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} ea282f0578e03de92b449b98d8e1b6f794664e39 1475 1474 2024-08-17T16:30:20Z Coltain 38 /* Synergy */ wikitext text/x-wiki <span style="font-size: 1.2em;">'''[[Orgoth]] [[Sea Raiders]] [[Units]]'''</span> ''Reinforcing and emboldening the masses of reaver fighters, these dark warriors are entrusted to bear the fell totems and standards of the Orgoth. Imbued with dark magic, they not only sow withering weakness amongst their enemies, but they also impart an unnatural ferocity to those soldiers who battle beneath the standard’s grim shadow. Should a bearer fall, it is all but certain that another will rise to take their place, as competition to carry these accursed standards—and thus draw the attention of the Fellgoeth—is ferocious in its own way.'' == Statistics: == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Reaver Standard''' || <!--Spd--> 6 || <!--AAT-->- || <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 14 || <!--HP--> 1 |} ===Abilities:=== '''Command Attacahment [Reaver]:''' This command attachement can be added to a Reaver unit.<br> '''Cursed''': While within 5" of this model, enemy models suffer -1 ARM <br> '''Granted: Inspiration''': While this unit is in play, models in its unit gain +1 to attack rolls. <br> '''Granted: Rise''': While this model is in play, models in its unit that are knockedd down at the beginning of your Maintenance Phase stand up. <br> '''Take Up''': If this model is destroyed, you can choose a trooper in this unit within 1" of it to be destroyed instead. Remove tha trooper from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen trooper<br> ===Weapons=== {{Melee Weapon|<!--Name-->Infernus Han Weapons |<!--MAT-->6|<!--RNG-->1|<!--POW-->12| *'''Critical Fire'''}} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> The Reaver Standard can be a powerful tool for 2 points in an Orgoth Army. Raising the Mat of our Reavers from 6 to 7 is a very important inflection point. Cursed is also a great aura to have on the field as not only will the Reaver unit beneift from it but the whole army can benefit from it. <!-- How do they do it, what do they excel at?--> *Assault Reavers seem to use the Reaver Standard the best. Taking advantage of inspiration with both their Mat and Rat. Cursed is also useful for increasing the effective Pow of their harpoon shots to trigger skewer. *Everyother model in Orgoth benefits from the -1 Cursed aura. Careful board positioning can result in a lot of your army gaining this beneift from even a single Reaver Standard. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> *When taken with Reaver Skirmishers the Reaver Standard does not gain Prowl making it a lightning rod for ranged attacks, spells, and AOE's. *Its 2 point cost makes Reaver Skirmishers and Strike Reavers cost the same as the Ulkor Axers and Ulkor Barragers multi wound infantry units. Often for the same points it is better to take the Ulkor. == Synergy == <!-- Which models work well with this? --> *Cursed synergizes with every other Orgoth model allowing them to hit just that little bit harder into an opponent. == Tricks == <!-- dot point list of cool plays and combos--> * {{Orgoth Sea Raiders Footer}} 5a0e5299f323c93ca72c8986bbb780ae68ef9989 File:Cygnar-Legionnaire Standard Bearer.webp 6 466 1476 2024-08-18T01:00:18Z EchoStrike11 36 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Legionnaire Standard Bearer 0 467 1477 2024-08-18T01:49:09Z EchoStrike11 36 Created page with "= {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Command Attachment]]'''</span> [[File:Cygnar-Legionnaire_Standard_Bearer.webp|thumb|right]] ''Model Description Placeholder'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" |..." wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Command Attachment]]'''</span> [[File:Cygnar-Legionnaire_Standard_Bearer.webp|thumb|right]] ''Model Description Placeholder'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Standard Bearer''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} 2pts ===Abilities:=== * '''Command Attachment[small-based Legionnaire]''' - This command attachment can be added to a small based Legionnaire unit. * '''Resistance: Electricity''' * {{Granted: Inspiration}} * {{Granted: Rise}} * '''Ionization [5"]''' - When a model without Resistance: Electricity suffers an electrical damage roll while within 5" of this model, add +2 to the roll. * {{Take Up}} ===Weapons=== {{Melee Weapon|<!--Name-->Voltaic Sword|<!--MAT-->6|<!--RNG-->2|<!--POW-->12| * {{Electro Leap}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> A command attachment that buffs Legionnaire models. <!-- How do they do it, what do they excel at?--> * Inspiration makes the attached unit more accurate. * Ionization buffs electric damage. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The Standard Bearer does NOT take on abilities that his unit has. So it doesn't have Polarity Field like [[Stormblade Legionnaires|Stormblades]], or 'Jack Hunter like [[Stormguard Legionnaires|Stormguard]]. ** With Stormblades especially, be careful not leave LOS to the Standard Bearer if you're trying to deny charges. == Synergy == <!-- Which models work well with this? --> * All the small based Legionnaires of course. They all appreciate the +1 to hit. * The [[Stormthrower Legionnaires]] appreciate Ionization to buff their guns. The targets have to be within the 5" bubble, but since Stormthrowers have Dual Attack and Pistol they can use their ranged attacks up close. * Other Electricity armed models can attack from afar as long as the target is near the Standard Bearer. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 1f587ce40c48f518d6e6c211b2cab1897b8066d9 1478 1477 2024-08-18T02:03:27Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Command Attachment]]'''</span> [[File:Cygnar-Legionnaire_Standard_Bearer.webp|thumb|right]] ''Model Description Placeholder'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Standard Bearer''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 15 || <!--HP--> 1 |} 2pts ===Abilities:=== * '''Command Attachment[small-based Legionnaire]''' - This command attachment can be added to a small based Legionnaire unit. * '''Resistance: Electricity''' * '''Granted:''' {{Inspriation}} * {{Granted: Rise}} * '''Ionization [5"]''' - When a model without Resistance: Electricity suffers an electrical damage roll while within 5" of this model, add +2 to the roll. * {{Take Up}} ===Weapons=== {{Melee Weapon|<!--Name-->Voltaic Sword|<!--MAT-->6|<!--RNG-->2|<!--POW-->12| * {{Electro Leap}} }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> A command attachment that buffs Legionnaire models. <!-- How do they do it, what do they excel at?--> * Inspiration makes the attached unit more accurate. * Ionization buffs electric damage. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * The Standard Bearer does NOT take on abilities that his unit has. So it doesn't have Polarity Field like [[Stormblade Legionnaires|Stormblades]], or 'Jack Hunter like [[Stormguard Legionnaires|Stormguard]]. ** With Stormblades especially, be careful not leave LOS to the Standard Bearer if you're trying to deny charges. == Synergy == <!-- Which models work well with this? --> * All the small based Legionnaires of course. They all appreciate the +1 to hit. * The [[Stormthrower Legionnaires]] appreciate Ionization to buff their guns. The targets have to be within the 5" bubble, but since Stormthrowers have Dual Attack and Pistol they can use their ranged attacks up close. * Other Electricity armed models can attack from afar as long as the target is near the Standard Bearer. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 8f10d3d8da1f5c289c7c089fa75251d5195e12a7 Stormblade Legionnaires 0 396 1479 1326 2024-08-18T03:28:33Z EchoStrike11 36 wikitext text/x-wiki = {{PAGENAME}} = <span style="font-size: 1.2em;">'''[[Cygnar]] [[Storm Legion]] [[Unit]]'''</span> [[File:Cygnar-Stormblade_Legionnaires.webp|thumb|right]] ''With a crackle of raw galvanic fury sparking across their armored forms, the Stormblade Legionnaires take to battle in Shield Wall formations, with each warrior prepared to defend their comrades to the last. With an expansion of Cygnar’s Storm Legions, the ranks of these fearsome soldiers are open to commoners for the first time rather than being limited to the scions of Cygnar’s noble families. Armed with Voltaic Swords and Galvanic Shields, they are amongst the most advanced forces to ever see battle in the sprawling wars of the Iron Kingdoms.'' == Model Rules == {| class=wikitable style="text-align: center;" |+ |- ! style="width:15em;" | Name !! style="width:3em;" | SPD !! style="width:3em;" | AAT !! style="width:3em;" | MAT !! style="width:3em;" | RAT !! style="width:3em;" | DEF !! style="width:3em;" | ARM !! style="width:3em;" | Health |- | '''Stormblade Legionnaires''' || <!--Spd--> 6 || <!--AAT--> -|| <!--MAT--> 6 || <!--RAT--> - || <!--Def--> 13 || <!--Arm--> 16 || <!--HP--> 1 |} 5 Grunts for 6pts ===Abilities:=== * '''Resistance: Electricity''' * {{Shield Wall}} * {{Polarity Field}} ===Weapons=== {{Melee Weapon|<!--Name-->Voltaic Sword|<!--MAT-->6|<!--RNG-->2|<!--POW-->12|* {{Electro Leap}} }} {{Melee Weapon|<!--Name-->Galvanic Shield|<!--MAT-->6|<!--RNG-->1|<!--POW-->10|* }} == Role and Strengths: == <!-- In a sentence or 2, what does this model do?--> They're relatively cheap roadblock infantry. <!-- How do they do it, what do they excel at?--> * Their ARM while under shield wall is decent for their cost. == Downsides: == <!-- dot point list of counters and disadvantages. May lead to synergies--> * If your opponent can push models, they can break your shield wall by taking them out of base to base. * They want buffs, but compete with other models for them and are rarely the most valuable targets for key spells. * Keep an eye on where you place the [[Legionnaire Standard Bearer|Standard Bearer]], if you take one. While the rest of the unit has polarity field, they ''don't''. **It can be worth having the standard lead the way for most moves, then completely surrounding them with the rest of the unit if getting charged by a warjack is possible. == Synergy == <!-- Which models work well with this? --> * Taking [[Arcane Shield]] from the rack makes Stormblade Legionnaires ARM21. * [[Lightning Tendrils]] makes the shield attack a bit more valuable and easier to apply. It also makes the unit even more devastating against infantry. == Tricks == <!-- dot point list of cool plays and combos--> * {{Storm Legion Footer}} 4d179ab18ca0fc6e0b844080dcad2fc71830b97b